Pester

I suck at space shooters.  I’ve spent the last two years establishing this fact on this very blog.  While I try to claim neutrality towards all genres, that’s obviously a bit of a stretch.  Some I like more than others, with shmups typically being “the others.”  I’ve just never been able to get into them.  Which kind of sucks for the hard-working XBLIG community, because even ones that earn near universal praise (like Aeternum) don’t do anything for me.  It seems like the best they can hope for out of me is “I wouldn’t rather be dead than play this.”

Am I the only one who thinks that bullet hell screens always look like those abstract painting made by just splattering a blank canvas with paint?

Am I the only one who thinks that bullet hell screens always look like those abstract painting made by just splattering a blank canvas with paint?

On that note, I wouldn’t rather be dead than play Pester.  Congratulations to the team at Flump Studios for doing as good as you could do with this genre in relationship to me.  I was able to get through the full hour Brian forces me to play these games (“out of fairness” he says, the goody two-shoes prick) without wondering if I’ll be locked up in the nuthouse for choosing to hurl myself through a plate-glass window to get out of it.  And, while I wasn’t like wowed by the experience or anything, I wasn’t bored.  It’s nothing new though.  You’re a ship.  There are enemies.  Enemies fire a whole lot of bullets at you, and you fire a whole lot of bullets back.  I’ve always kind of wondered about the economics of bullet hells.  Presumably if enemies are firing plasma rounds at you with projectiles the size of small ships, that stuff has got to cost money.  You would think they would fire a little more accurately.  Conserve ammo, instead of seeing you, going crazy, and firing bullets in every direction including behind them.  Or hell, since we’re dealing futuristic space warfare, you would think an enemy force that can employ thousands of ships to take out one single rinky-dinky little adversary could figure out how to do weapons that instantaneously destroy whatever they’re targeting the moment the fire button is pressed without giving them a chance to dodge out-of-the-way.  What kind of morons do they have running these evil empires?

Anyway, it’s basic space shooter shit with some neat graphic filters added, and not a whole lot more.  I played for a while and realized quickly that I was every bit as shitty at playing Pester as I am at every other game of this godforsaken genre.  But the screen wasn’t so spammed with bullets that it was demoralizing or anything.  Then something funny happened.  At one point, I turned to Brian and said “honestly, I’m not having a blast or anything, but there’s nothing really wrong with this one.”  Within ten seconds of me saying this, the game decided to give me stuff to complain about.   I’m not saying this for comic effect.  This really happened.  First, I was fighting a boss that throws giant swords at you and died.  That’s not the bad part.  The bad part is when I blinked back into existence, the game spawned one of the sword bullets into the same space I respawned into and insta-killed me.  The sword wasn’t there at that moment. It just appeared.  A bizarre glitch I’m guessing, but it’s so weird that it happened right after I told my boyfriend I had nothing to complain about.  As if the game heard me and said “nothing to complain about?  Bitch, I’ll give you something to complain about.”

And Pester kept being a shithead to me after that.  I played three straight rounds where the game never once spawned an upgrade for my ship’s guns.  It spawned plenty of speed-ups and bombs, but no gun upgrades.  It was fucking strange, because they had been plentiful before.  Not that it really mattered.  Gun upgrades or not, I still made it about the same length as I always did, which was between wave 7 and wave 10.  Yea, I really suck at this shit.  So I booted up Tempus mode, where lives are replaced by time.  When you shoot enemies, instead of them dropping coins, they drop clocks that add one second to a timer.  When you die, you lose ten seconds.  The game goes until you run out of time.  Okay, fine.  Question: where the fuck is the timer?  I couldn’t see it.  Otherwise, it’s the same game with the same enemy layouts.  You can also adjust the difficulty, and add extra challenges if you’re a masochist, like controlling two ships at once.  I didn’t try it myself.  I barely have the coordination to tie my shoelaces without breaking my neck in the process.  I don’t need a game to tell me I’m an embarrassment to humanity.  I already know it.

A spaceship that fires globs of space jizz on you. Sure. Why not?

A spaceship that fires globs of space jizz on you. Sure. Why not?

Really, Pester isn’t bad or anything.  And the sword bit I mentioned above was a one-off thing.  I guess I kind of, sort of recommend it.  A little bit.  I’m not sure if that’s because I genuinely enjoyed it based on merit, or if I genuinely enjoyed it because Brian got such amusement out of my pitiful lack of shmup talent.  Either way, I had something vaguely resembling a good time playing it, and had the sense to turn it off before I got bored.  Having said that, it’s not an ambitious title.  This shit has been done before and Pester offers nothing new.  Nothing.  At best, it shows competence in making a functioning, mildly entertaining game that closely resembles about a thousand other games.  I’m not against playing them, but I want to see a different angle on them.  There’s got to be a wealth of unexplored twists for bullet hells.  I mean come on, you guys are indie developers.  You’re supposed to buck the norm.  Be weird for the sake of being weird.  Dance to the beat of a different drummer.  When games like this fill out the cliché checklist with such determination, it’s kind of sad.  Not as sad as watching me play games like this must be, but still pretty sad.

xboxboxartIGC_ApprovedPester was developed by Flump Studios

80 Microsoft Points made a fortune selling ammunition to an evil galactic empire in the making of this review. 

Pester is Chick Approved and ranked on the Indie Gamer Chick Leaderboard.  Barely.  

Ascent of Kings

Ascent of the Kings comes from the developer of Quiet, Please!, the 2D platforming/point-and-click mash-up I played last April.  The fingerprints of the developer are all over this one too.  Same art style, same silliness, and same bite-sized game length.  It took me just over thirty-minutes to beat Quiet, Please!  For Ascent of Kings, which is a Metroidvania type of platformer, it took me about twenty minutes to become king and another twenty-five minutes to find all 12 hidden shrines.  So, forty-five minutes total of gameplay.  At this pace, Nostatic Software’s next game might stretch to a full hour.  Not that it needs to.  I’ve enjoyed games that lasted as little as ten minutes.  It’s crazy how spending 600 days immersed in the indie gaming scene alters your perception on how long a game should be.  I’m fairly certain I’m now in a state of mind where I could approve a game that lasts one minute, as long as it’s the best damn one minute I’ve had since I lost my virginity.

A Boy and his Blob?

A Boy and his Blob?

So the idea is, the king has died, and in order to determine the new king, all possible suitors (which seems to consist of four brothers that live in a small cottage, still better than what England faces sometime in the next twenty years) have to hop around on platforms and reach a small shrine that bestows upon that person the power to rule.  The father of these kids, apparently a bit of a dick, only gives each of the older brothers one special tool that can help them reach the summit and become king.  But their hearts don’t seem quite into it.  They pull such bullshit excuses as “ouch, sprained my wrist” or “twisted my ankle” like they’re trying to get out of jury duty.  The youngest brother, aka you, collects their tools, allowing him to double jump, climb vines, and fire slingshots.  You know, the kind of tools found in a real world monarchy litmus test.  Psssssh, diplomacy?  Economics?  Fuck that shit.  That’s for democracies.

As a game, what can I say?  It’s alright.  The movement physics are a bit loose and the double-jump sometimes didn’t seem to work.  Level design is very basic, no frills, no surprises.  There’s one section that features a timed jumping puzzle, and I hate that if I get to the top and screw up, I have to wait any amount of time before hitting the button to start over.  But, the game is so brief that you can’t really get bored with it, and it ends long before any amount of frustration over the various control foibles can settle in.  I guess what I’m trying to say is I had a decent enough time playing Ascent of Kings to say it’s worth a buck.  It’s not the most enthusiastic recommendation, but hey, it’s not the most ambitious game!  One hand washes the other!

xboxboxartIGC_ApprovedAscent of Kings was developed by Nostatic Software

80 Microsoft Points were joking about the one minute thing.  Brian has way more stamina than that in the making of this review.

Ascent of Kings is Chick Approved and has ascended the Indie Gamer Chick Leaderboard.

Centipede (PlayStation Home Arcade), Centipede & Millipede (XBLA), Centipede Origins (iOS), and Bad Caterpillar (XBLIG)

Probably the biggest misconception about me as a gamer is that I’m anti-retro or anti-old games. I’m not. I’m simply of the opinion that some games age better than others. I wouldn’t want to play Space Invaders or Pac-Man as they existed back in the day. I’m perfectly fine with modern remakes of them, like Space Invaders Extreme or Pac-Man Championship Edition. On the other hand, some of those older games have aged pretty gracefully. Centipede is one such game. In fact, it’s one of the few golden age coin-ops that I feel blends in perfectly with the current generation. Its twitchy, fast-paced gameplay lends itself perfectly to ten minute portable sessions. It released recently on the Vita’s Home Arcade platform, and I snagged it for $1.49 in preparation for today’s review. That’s about what I would have spent to last 15 minutes on the coin-op if I had been alive in 1983. Did I mention I really suck at it?

Centipede on PlayStation Home Arcade (Vita)

Centipede on PlayStation Home Arcade (Vita)

So what do I think of Home Arcade? Um, hmmmm.. you know, in the four years its been around, I never have really used PlayStation Home too much. I would rather just be able to launch games straight off my Vita’s dashboard without having to open Home Arcade. The interface is clunky and half the time I’ll be stabbing the ever-loving shit out of the “your games” button and nothing happens. Having said that, the prices are pretty good ($1.49 each) and it has the advantage of being portable and on the coolest gaming gizmo in years. I don’t even have Home installed on my PS3, and I don’t plan on it, but you don’t need it to use Home Arcade. I can’t speak for the rest of the games (get back to me the next time an Asteroids clone hits XBLIG) but Centipede controls well. I guess you can’t ask for more. Which is a good thing, because what you get is a bare-bones port of the arcade original. They could have thrown in ports of the Atari home versions, but hey, it’s called making a lazy dollar.

I picked up Centipede on Vita because I wanted to compare it to Bad Caterpillar, a new Xbox Live Indie Game from Kris Steele. I like Kris, but the dude fucking aggravates me to no end. His games always have something glaringly off about them. Volchaos would have been fun if the movement physics weren’t so damn loose. The same goes for Hypership: Out of Control on XBLIG. If a gnat so much as farts in the direction of the analog stick, it sends your ship flying. In a game that involves lining up your character to shoot smaller targets, precision control is kind of needed. Hypership is actually sublime on iPhone, and very addictive. Of course, that has the advantage of having drag-the-ship touch controls for extra-accurate firing. His track record of acceptable controls on XBLIG is about as good as THQ’s record with bankruptcy avoidance. Considering that Bad Caterpillar looked really close to Centipede, a game which requires precision movement so much that the arcade original used a trackball, I braced for the worst.

Bad Caterpillar on Xbox Live Indie Games.

Bad Caterpillar on Xbox Live Indie Games.

As it turns out, my worries were misplaced. Bad Caterpillar handles pretty well. Not perfect. No joystick-based Centipede can possibly be perfect. But, I can honestly say that it plays better than any other version of Centipede I played today. That’s a lot of versions. For the sake of comparison, I also bought Centipede & Millipede, a 2-for-1 Xbox Live Arcade port of the arcade games. Movement for these is too loose to be acceptable. I’ve always had a difficult time in Centipede lining up shots correctly, especially when the last segments of the Centipede are near the bottom of the screen. That’s not a huge problem in Bad Caterpillar.  It’s a fucking chore in the XBLA arcade ports. If it was any looser, it would hang out on dimly-lit street corners and be considered a bio-hazard.

The "evolved" version of Centipede & Millipede on Xbox Live Arcade.

The “evolved” version of Centipede & Millipede on Xbox Live Arcade.

The biggest disappointment with the XBLA ports (besides the awful controls) is how the “modern” versions are really just the same old Centipede with some new (re: 15 year-old) special effects added. On the flip side, Bad Caterpillar looks old, but it features some nifty new ideas such as power-ups and bombs. Should probably clear this up: by new, I meant “new for Centipede.” My problem here is that they don’t get spit out often enough. I played full games where the item drops were nothing but points. The game should go nuts with them. I mean, I can already play a Centipede-like game that doesn’t offer power-ups. It’s called Centipede.

Centipede Origins on iPhone.

Centipede Origins on iPhone.

I guess I should bring up that I also played the iOS update, called Centipede Origins. It’s a micro-transaction oriented shooter that tries to controls like Kris Steele’s Hypership does on iPhone. But I found the drag-the-shooter controls to be too glitchy, with the cursor being unable to keep up with my finger, even as I dragged it slowly across the screen. Only played it for like five minutes, would never want to play it again. I also dug around and found my copy of Centipede for the Sega Dreamcast, but decided against spending any time digging around for the actual machine to play it on. Honestly, I’m all Centipeded out. So what are my thoughts? Well, the Vita version is a worthy use of money for a solid portable version of a masterpiece. The iOS version is just about the worst thing to happen to iPhone since Siri. The XBLA ports of Centipede & Millipede come across like quick, effortless cash-ins and should be avoided like the clap. Finally, the XBLIG update Bad Caterpillar is actually a decent game with a few problems. The moths are unfair, there’s no online leaderboards, and the heavy metal soundtrack is so out-of-place. It would be like going to Ozzfest to listen to country music. But I do recommend it, because it’s the best (and cheapest) version of Centipede you’ll get on your Xbox. Kind of sad that an XBLIG port made by a guy I consider to be a bit of a twat completely slays the official versions of Centipede. Just kidding, Kris.

xboxboxartIGC_ApprovedBad Caterpillar was developed by Fun Infused Games (80 Microsoft Points don’t think Kris is a bit of a twat)

Centipede & Millipede were developed by Stainless Games Ltd. (340 Microsoft Points think throttle monkey sounds like something found in the Kama Sutra)

Centipede Origins was developed by Atari (Free, except all the stuff that cost money in it)

Centipede on PlayStation Home Arcade was developed by Atari ($1.49)

Bad Caterpillar and Centipede on PlayStation Home Arcade are Chick Approved, and Bad Caterpillar is ranked on the Indie Gamer Chick Leaderboard.

Steel Champions

How hard can it be to make a semi-decent Punch-Out!! knockoff?  You create an over-sized monstrosity, slap some boxing gloves on it, have it telegraph its moves at you, give your avatar accurate dodging controls, and tada, you have a Punch-Out! knockoff.  There should be dozens of these scattered throughout the gaming spectrum.  For all I know, there might be.  Steel Champions is only the second one I’ve encountered on XBLIG.  The first, Honey Badger: Slayer of Memes was a total piece of shit.  The gimmick being Punch Out!! if you beat up long-since unfunny internet running gags.  Well, now we have Steel Champions.  Its gimmick is Punch-Out!!, only with robots and anime boobies.  It also is a total piece of shit, but boobies will always trump the Star Wars Lightsaber dude.  Who, ironically, also has boobies.

Honestly, it doesn't look bad. And it's not.  It's terrible.

Honestly, it doesn’t look bad. And it’s not. It’s terrible.

Let me be clear: I fucking love Punch-Out!!  And this love isn’t based on nostalgia.  I played them in reverse-order.  The Wii version first, Super Punch-Out!! second, and NES Punch-Out sans pre-crazy Mike Tyson last.  Enjoyed each and every one of them.  And they’re all so simple when you get down to it.  This should be one of the easiest games to clone out there, but nobody can seem to get it right.  Steel Champions is no different.  Oh, it looks like Punch-Out!!  High and low punches, dodging, and ginormous opponents that telegraph their moves.  But it just doesn’t work.  The dodging feels imprecise and floaty, and the telegraphing becomes so fast that it’s damn near impossible to dodge.  Plus, I couldn’t find any noticeable pattern that allowed me to consistently dodge-and-stunlock opponents.  That’s the most rewarding, satisfying aspect of Punch-Out!!  Here’s a game that has all the ingredients that makes that game work, except the most important one.  It’s like making a cake without sugar.

I only made it to the third fight, which I had trouble finishing because the game kept randomly dumping me back to the Xbox Dashboard.  No Code 4.  No crash screen.  Just “back you go to, to your game library.”  This happened twice, and it won’t be happening a third time.  By the way, this happened to other people too.  Not that it matters much.  Even if it didn’t crash too often (some would argue that once is too many), what we have here is a pitiful button-masher that’s only selling point is there are anime boobies on the box art.  A selling point so utterly transparent that it’s practically a poltergeist.  Actually though, I think we’re getting past that point.  Interest in your Don’t Die Dateless Dummies and Team Shuriken crapola and assorted other titty games are circling down the drain.  My site is getting far more searches for “Best Xbox Live Indie Games” instead.  Sorry, smut developers.  You’ve got to step up your game now.  Consumers are more interested in GOOD games now, so step up and give them what they’re looking for.  Sweaty palms, not blistered ones.

xboxboxartSteel Champions was developed by Neuralnet

80 Microsoft Points got their ear bitten off by Mr. Dream in the making of this review. 

Arcadecraft

Update: Arcadecraft received a Second Chance with the Chick, where many problems talked about in this review were addressed, and new gameplay features discussed. The price is also now only $1 instead of $3. Continue reading this review and then click here for my updated thoughts.

Arcadecraft is brought to you by the guys who did the incredibly awesome Orbitron: Revolution.  What was Orbitron: Revolution?  Why, it was an insanely fast-paced modern take on the classic Defender formula that featured arguably the best graphics in the history of Xbox Live Indie Games.  It will undoubtedly go down as one of the most professional-quality, vastly entertaining games ever on the platform.

Total bust.  Sold fewer copies than an 8-track of Gary Busey belching into a microphone.

What went wrong?  Well, I think the name was way too generic.  Orbitron sounds like an off-brand anime that would air at 4AM on Cartoon Network.  The graphics might have also been too good.  Hear me out on this one.  I’m of the belief that XBLIG consumers are conditioned to associate good graphics with bad gameplay.  Unless those good graphics are of the 8-bit or 16-bit variety, “modern” graphic decency in an Xbox Indie means shitty play control, glitches, and typically rushed game design.  Trust me, I’ve reviewed over 300 of these.  The better the graphics, the shittier the game.  Orbitron is one of the rare exceptions to that.

There are other possible explanations that are beyond my scope of understanding.  Perhaps the demo doesn’t hook players in.  Or maybe the general gaming populace is indifferent to Defender.  Hell, I would actually believe some kind of Gypsy Curse is in play.  Either way, the guys at Firebase took no chances with their follow-up game.  It’s called Arcadecraft.  The presence of the word “craft” in the title alone is probably good for at least 2,500 units sold on XBLIG.  Kraft could put out a game where you build stuff out of macaroni called Kraftcraft and it would probably sell a gillion copies.  But Arcadecraft isn’t a “build stuff out of stuff” game at all.  A more accurate title would have probably been “Sim Arcade” or “Arcade Tycoon.”  But Sim Tycoon isn’t trendy on XBLIG right now and Craft is, and Firebase are capitalists first and foremost.

Face it guys, you're never going to hear people keep asking about if they can play the games.  Better get cracking on making it happen.

Face it guys, you’re going to hear people keep asking if they can play the games. Better get cracking on making it happen.

Sadly for me, lots of the things I planned on complaining about Arcadecraft are already being fixed.  Although the patch isn’t live yet, it covers nearly every problem I had.  So I’ll just focus on the gameplay.  Honestly, the shocking thing about Arcadecraft is that nobody has thought to make this game before.  Build your own arcade during the Golden Age of CoinOps?  How is this not already something that exists?  You have to buy games, set the prices, set the difficulty, place them, empty the coin boxes, buy more games, pay off your loan, kick out hooligans, buy more games, sell old games, upgrade the power supply of your building, allow world champion players to attempt to break records on your machines, unjam coin doors, buy more games, survive the gaming crash of ’84, stock soda machines, and buy more games.

So yea, it’s a time sink.

A lot of stuff I disliked about Arcadecraft is being patched out.  The hooligan won’t appear while you’re in menus anymore, and a more satisfying animation will appear when you boot him.  Not too satisfying.  If I owned an arcade and someone started kicking my machines, nothing short of Joe Pesci taking a nail gun to his temple would please me, and it would serve the little fucker right.  It would be totally justified too.  The kid starts kicking machines, somehow teleporting from machine to machine, disabling them before I can clearly identify him and eject him.  A better indicator of where he is would be nice, given the fact that he’s powered by the mystical forces of Satan and all.

And the power goes out a lot.  Like, at least every three game months, or about six minutes .  Where the fuck is my arcade at that the power keeps failing every three months?  There’s no “turn on every game” master switch.  You have to pick up and slam every machine against the ground.  Individually.  When you have 30 machines, this becomes a pain in the ass, especially when you’ll inevitably have the hooligan show up to start shit while this is going on.  I did find it mildly amusing that jammed coined slots are unjammed in the time-tested tradition of banging the machine repeatedly until it works again.  See, who says Armageddon wasn’t factually accurate?

I swear to Christ, every time the dude came by with the premium machines, my arcade was full. The game totally needs to give you the option to make him wait while you hock a machine to make room.

I swear to Christ, every time the dude came by with the premium machines, my arcade was full. The game totally needs to give you the option to make him wait while you hock a machine to make room.

My biggest gripe with Arcadecraft is how fucking slow a start it gets off to.  A lot of time sinks are lethargic in the beginning.  Arcadecraft is practically in a fucking coma, sort of like I’ve been over the last four days.  A common theme among players is one itty-bitty mistake forces them to start over.  I never had to myself.  I guess I had as perfect a run as anyone could have, but I still only finished 99th on the Leaderboard (now like 118th or some such shit).  I could see why others would die though.  You’re given too little of seed money and new games cost too much money early on.  In theory, you can set a machine to 50 cents a play, but that causes its popularity to plummet.  Here’s a hint: sink a soda machine pretty much anywhere and set the price to $1 per can.  Occasionally a “hot spot” will appear in the arcade that increases a machine’s popularity, but they’re typically in the least convenient spot.  Like in front of the bathroom door, where you then trap a helpless little shit inside, not to mention the kid that made it.

With all the planned changes, plus future expansions, Arcadecraft feels more like a really good beta than a finished game.  That’s okay, because it’s a really good beta, sort of like Lexiv was.  You can see the potential.  If Firebase plays its cards right, they could probably make this a hit iOS game with microtransactions up the ass for years to come.  Think of all the stuff they didn’t include this time around.  There’s no novelty games, no redemption games, no pinball machines, no skeeball, no air hockey, no cigarette machine in the corner (you know, for the adults, wink), and only a limited supply of larger cockpit games.  Arcadecraft has a chance to be a full-blown franchise, and we’re getting in at the ground floor.

You also don't get enough info on each game. Again, there's lot of patchwork needed here.

You also don’t get enough info on each game. Again, there’s lot of patchwork needed here.

And by the way, in case you’re wondering, it’s fucking awesome as hell.  For all the problems, of which there are numerous, Arcadecraft is one of the best sims on XBLIG.  But, let’s face it, it doesn’t belong on XBLIG.  This should be on PCs, with the convenience of a mouse and keyboard.  This would also allow the expansion packs I mentioned above.  Plus, let’s face it, we all want to play the actual games.  Dead serious when I say that I would pay the full disc-based retail price of $60 for a version of Arcadecraft where you could play the games.  Assuming they didn’t suck.  Which I’m guessing they wouldn’t.  I mean, Firebase did make the coolest modern version of Defender on the market.  This would give them a chance to make the coolest versions of EVERY vintage game.  Which they should be doing right now.  They’re capitalists after all.  Don’t believe me?  Their next game involves making stuff out of feces.  It’s called CrapCraft.  And it will be fucking awesome.

xboxboxartArcadecraft was developed by Firebase Industries

IGC_Approved240 Microsoft Points want the machine kicking kid to be attacked by the game machines, Emilio Estevez  style in the making of this review.

Arcadecraft is Chick Approved and ranked on the Indie Gamer Chick Leaderboard.  And trust me, there’s room for upward mobility. 

Squadron Scramble

I hate reviewing local-only multiplayer games.  First, you have to round-up players.  Then you have to tell them what we’re playing.  Then they leave, because they thought they were coming over to play something they’ve heard of, and you have to round-up more players.  Writing these reviews makes me sound like a broken record, because there’s only so many ways to say “it’s tough to sell non-indie fanatics on playing these games.”  Even when they turn out to be exceptional, like Hidden in Plain Sight, the real challenge is finding interested parties to play.  I think I would have an easier time finding people who want to watch a video of me having my appendix removed.

Squadron Scramble ups the ante by offering eight player local support.  Uh huh.  Excuse me for one second.

(Ahahahahahaha!  Eight players?  Wahahahahaha yea right!)

screen1

Seriously, I even don’t know eight people by name.  There’s Brian, Mommy, Daddy, and everyone else is Whatshisface.  And this is one of those games where you get eight players by sharing controllers, with one person using the left stick and trigger and the other person using the right one.  It’s the gaming version of a three-legged race.  Finding three other competent players would be tough enough, but seven more?  Tee-hee, right.  Plus, I’m quitting smoking right now and nobody wants to be within assault-and-battery distance from me, let alone sitting right next to me, getting their hand-sweat all over MY controller.

Thus, I only found three other suckers to play Squadron Scramble with, and surprise, we had a damn good time playing it.  Actually, it’s not that surprising.  As long as the game is fast-paced, user-friendly, and not broken, any four player experience is bound to be jolly-good entertainment.  Such as the case here, where you have 2D dog fights with all actions reduced to one stick and one button.  Anyone can pick it up and play it.  Whether they play it well is really irrelevant to the amount of fun you can have.  That’s the mark of a good multiplayer game.  At first, Squadron Scramble does that.  It just doesn’t last.

The first thing you have to do in Squadron Scramble is move a little dude into a hanger.  Once you enter the hanger, you take off in a fighter jet.  Each player gets a team of four dudes.  You get a point for every plane you shoot down.  If you’re in the sky and get shot, your dude parachutes down.  You have two options from this point: you can return the dude to the hanger, or you can switch him out for another dude.  Since points are tied to dudes that are alive, switching out is meant to add an element of strategy to the game.  Switching out dudes “banks” whatever points are made and protects them, since you lose all points scored with a dude if he dies.  Sounds like a good idea, but actually this was a game crippler for my session.

The game goes by rounds, with the person who has the most points winning each round.  You need three rounds to win.  Here’s the problem: points carry over between rounds.  So if one player builds an insurmountable lead, they can spend the next couple rounds stalling, with their highest-scoring guys grounded, and never worry about losing.  It’s an utterly brain-dead decision and it ruined more than one session of Squadron Scramble, because it was too easy to protect a lead.

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This is one of those times where the developers lost track of the fact that not everyone who plays their game will be as highly knowledgeable or skilled as they are.  They forget that they, you know, made the fucking thing and thus know how to play it best.  It’s not exactly the same as making a punisher too hard and losing track of that, but it’s a common theme in multiplayer games.  I’ve had five developers who make such games send me detailed instructions on how to best play their games to ensure maximum entertainment.  The developers of Squadron Scramble did this too.  Nice guys, mind you.  And very patient, considering that I’ve delayed and delayed this review.  I like their game.  I’m putting it on the Leaderboard.  But it’s time for a reality check, fellas: unless you’re going to personally contact every person who purchases your game and give them the same instructions, which obviously you can’t do, you should recognize that maybe your game has a problem.  If you need to explain to people the best ways to make your game fun, you’ve screwed up somewhere along the line.  The best multiplayer games are self-explanatory.  Choppy Chomp-Chomp, the only multiplayer game to reach the top 10 on this site, requires no hand-holding.  Squadron Scramble shouldn’t need to, but the developers wanted to hold my hand anyway.  Personal space, guys.  Don’t make me break out the pepper spray.

It’s still fun though.  Very fun, in fact.  It’s hugely satisfying to shoot down a guy on a scoring-streak, watch them parachute to the ground, and then Kamikaze your plane into them before they can duck into the hanger.  The controls have only a slight learning curve.  The action is incredibly fast-paced.  I wouldn’t at all recommend trying eight players though.  We played with four players and four AI planes, and the game became an unmanageable clusterfuck that nobody could follow.  Also, there’s not a ton of depth here.  While games like Hidden in Plain Sight might be dusted off from time to time, you’ll get one, maybe two, sessions out of Squadron Scramble and then mothball it for good.  Not because it’s bad, but because it wears thin after an hour or two.  Once a player emerges from the group as the unquestioned God of the session, the rules skew too much in their favor.  This either leads to everyone ganging up on them, or the leader stalling, none of which produce exciting gameplay for anyone involved.  Squadron Scramble’s first hour will be the best, and then it will all fall apart after that.  That’s fine.  That’s how every Will Smith movie plays out, and people still watch them.

xboxboxartSquadron Scramble was developed by DepthCharge Software

80 Microsoft Points stabbed their boyfriend in the ribs for humming Ride of the Valkyries in the making of this review.

IGC_ApprovedSquadron Scramble is Chick Approved and ranked on the Indie Gamer Chick Leaderboard.  With online play, it might have been a top-10 contender.

Scribendus

Did you know that when they tested the first atomic bomb, those involved took bets on what they thought might happen?  Mostly it was about the amount of kilotons the explosion would be, but there were also side bets such as whether or not it would kill all present, cause the fault line to collapse, knock the Earth off its axis, or blow up the entire planet.  I’m not sure how the winner would have collected if the last option had won out, but it’s true and well documented, and only some of those bets were tongue-in-cheek.  Smart guys who, truth be told, had no fucking clue what would happen.  With some experiments, you can’t know until you push the button.

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Scribendus attempts to combine Scrabble and Tetris.  I’m sure this has been attempted before (someone steered me in the direction of a Tetris-craze era title called Wordtris) but I’ve never played one.  It’s a concept that seems like it should work, but in this case, it doesn’t.  The idea is two letters at a time drop from the ceiling and you have to stack them in a way that forms a word.  You can build a word (minimum four letters) diagonally, horizontally, or vertically.   The problem of course, is being given two random letters at a time doesn’t leave you a whole lot of room for strategy or versatility.  I consider myself pretty dang good at word games, but I couldn’t make Scribendus work for me.  The only strategy that seemed to work was trying to build one decent sized (six letter or so) word across the bottom and stacking all other blocks on the side, but even this didn’t work.  I got my best score by completely ignoring the letters all together and just stacking the blocks randomly, spacing the vowels apart from each other.  Using this technique, I scored big points and multiple combos.  And I don’t even know what words I made.

I can’t really slam Scribendus too much.  It looks good, sounds good, and controls good.  It feels to me like a worthy experiment that failed.  That will happen in the land of indies.  While my enthusiastic fans might want to me to shred every game that isn’t good, now might be a good time to remind readers that it’s okay to try something new and not have it succeed.  Sometimes you can’t know if something will work until you create it and market it.  Look at Lexiv, the Scrabble-meets-Sim City game.  That could have just as well been a disaster too.  I admire creator Dave Turka for giving it a try.  His particular Manhattan Project simply failed to detonate, and now he become derp, destroyer of words.

xboxboxartScribendus was developed by Pygmalion’s Box

80 Microsoft Points noted that a man named Isidor Isaac Rabi won the Trinity test betting pool with a guess of 18 kilotons (actual explosion was 18.6 kilotons) in the making of this review.  His opponents overbid, allowing him to take both showcases. 

 

Platformer from Hell and Little Acorns Deluxe

Platformer from Hell comes from Hoosier Games, a group of academics from Indiana.  I know, I know.  Academics?  In Indiana?  I went “Hah!” too, but upon further research, they do have institutes of higher learning there.  I’m not sure what is considered higher learning in Indiana.  “Cow Tipping 101” or “Why you can’t pork your sister” I would imagine are on the agenda.  I’m kidding of course.  Actually, I’m quite friendly with project manager Derrick Fuchs (I hope that’s pronounced the way I think it is) and I ranked their previous effort, Warp Shooter, on the Indie Gamer Chick Leaderboard.  It was flawed but functional and fun.  I applauded their efforts and looked forward to their next game.  Which is here.  And it sucks.  A lot.

Where's Waldo? causes less squinting.

Where’s Waldo? causes less squinting.

It’s a punisher, of course.  But it’s one of those tedious, excruciating punishers where dying and restarting levels is more of a chore than an acceptable part of the gameplay.  This is partially because levels are overly large and pathways to victory are sprawling, convoluted nightmares.  A good punisher, if there is such a thing (there is) should be fast paced and frequent deaths need to be handled in a way that doesn’t make them feel like a chore.  Well, Platformer from Hell feels like a chore, with me cast in the role of Cinderella and bad jumping physics and boring level design co-starring as the wicked step-sisters.

And then there’s the graphics.  The characters and some of the traps in Platformer from Hell are practically microscopic.  I have a TV large enough to double as King Kong’s monocle, and yet the star of the game is a teeny-tiny little spec of pixels that vaguely resembles a person.  Although this does allow you to see more of the stage and plan out which routes you’ll take faster, the drawback is you’ll suffer eye-strain and end up needing a monocle yourself.  Another problem with the graphics is sometimes the background is overly bloomy and it drowns out the ability to properly see the hazards, especially spikes.  Ultimately, it’s a game that’s intent is to frustrate and anger players, not entertain.  Derrick noted to me that any faults with the game are his fault, not his team of students.  Duly noted.  That’s why I’m teaching the next lesson, which will be “how to tar and feather a fellow human being.”  Alright guys, we’ll need 5 old feather pillows and some tar, or honey if no tar can be found.  Trust me, this will be fun.

Actually, a better lesson could probably be learned from Little Acorns Deluxe by Team Pesky.  It’s a platformer that does ramp up in challenge, but in a natural way that gives players room to grow instead of throwing them straight into the deep end on their first day of swimming lessons.  Here you play as the patriarch of a family of chipmunks.  No, not Dave Seville.  An actual chipmunk, who must go through stages collecting acorns for winter stock-up.  At first, Little Acorns might seem a tad bit on the easy side.  Enemies don’t really kill you.  They just turn you green and slow you down.  The only way to die is to drown in water, but that doesn’t show up too often.  The real challenge is the time limit in each stage, but it’s fairly generous.  As you go along, you’re given new abilities like a rope to swing on special platforms or crash through bricks with.  It’s alright.  I guess.

It’s never really too difficult.  I never had to repeat a stage more than once.  Part of that is Little Acorns got its start as a Windows Phone game.  You can’t really ramp up difficulty too much in a phone game, where players have to spend the majority of the time fighting the crappy digital-controls.  With a proper controller, the game plays relatively smoothly.  I found the rope physics to be somewhat goofy, but not a deal breaker.

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Why I’m having a hard time getting excited is Little Acorns is a little on the dull side.  Whether you’re gathering acorns or rounding up your children, the game never really feels original or engaging.  There’s no real original hook to sink you into the experience, and no storyline or big twists in the gameplay to keep you going once you’ve started.  Not that games need such devices, but they go a long way on the indie scene.  Little Acorns is not outstanding on the grounds that it does not stand out.  It is a decent, solid game that will give you four to six hours of platforming that you’ll be satisfied with once it’s over and forget all about in a day or two.  The reason I reviewed it here is because the contrast between it and Platformer from Hell couldn’t be more jarring.  One game gathers up all the nuts and isolates them in a cold, hollow place.  The other is a game about chipmunks.

xboxboxart1IGC_ApprovedPlatformer from Hell was developed by Hoosier Games

Little Acorns Deluxe was developed by Team Pesky

80 Microsoft Points each can’t tell their squirrels from their chipmunks in the making of this review.

Little Acorns Deluxe is Chick Approved and ranked on the Indie Gamer Chick LeaderboardIf I was a rodent, I would be a Chickmunk. 

Gameplay footage courtesy of Aaron the Splazer.

Storage Warfare

I had never seen Storage Wars on A&E before I picked up Storage Warfare on XBLIG yesterday.  I got it because the concept seemed weird and different.  When I tweeted that this was the next game up for review, I had a few people ask questions like “is there an annoying guy who screams “YEAAAAAH” when he bids?”  Mostly people just bitched about how this was obviously a lazy attempt to capitalize on a semi-popular, semi-obscure cable-based reality television show.  Obviously schlock like Storage Warfare will usher in the fall of gaming as we know it, rendering all previous games obsolete, and burying your Zeldas, Metal Gears, and Skyrims under a mountain of games based on Dog the Bounty Hunter or Honey Boo Boo.

I guess that means the guys behind Storage Warfare must be especially diabolical, seeing how it’s been on iPhone and Android long before it’s XBLIG release yesterday.  Not content to toil in obscurity on iPhone, they had to port to XBLIG, where their title is certain to sell at least 73 copies.  Greedy bastards.

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Who in their right mind would keep a safe with stacks of cash in a storage locker? Wouldn’t that cash have been put to better use by, I dunno, using the cash to pay off the debt to the facility so that they didn’t auction off your shit?

In all seriousness, who gives a shit what the game is based on?  Is it fun should be the big question, which oddly enough, only one person out of twenty asked.  Everyone else moaned in disappointment like they just got done having fellatio performed on them by a dust buster with a broken motor.  Shouldn’t the “is it fun?” question trump all?  I’m open to a game based on pretty much any TV show, as long as it’s fun.  Dead serious.  It could be a game based on PBS’s Charlie Rose Show and I would slap my seal of approval on it if I had fun playing it.  So is Storage Warfare fun?  Kinda.

The concept is you have one year to make as great a profit as possible by bidding on storage lockers.  You start with $1,500 in seed money.  Every month, there’s three auctions, each with three lockers to bid on, and each has a different level of wealth associated with it.  The first auction every month is a skid row style storage unit, the second is the middle class one, and the third is the ritzy one.  You don’t actually get to inspect the items beforehand.  Instead, you see a graphical representation of what is found in each unit.  You bid on the whole locker, not individual items.  If you win, you get to see what you’ve won, and it tallies whether you turned a profit or lost money.  After you’ve completed one full year (36 auctions, 108 total lockers to bid on) the amount of money you have left is ranked on a local-only leaderboard.  That’s the whole game.

I like the idea and I had fun here, but the concept certainly doesn’t go as far as it should.  Among other problems, there’s not a huge variety in items.  Barely halfway through the “year” and I had seen off all but two or three items on the checklist.  Of course, the phone version has had a couple stand-alone expansions, which I’m sure will make their way to XBLIG sooner or later.  A bigger problem is how much luck factors into things.  I tried to play the game smart and cool, passing on some auctions that I felt were getting bid-up by the AI too much.  I finished the year with a profit of about $20,000.  And then I fetched my dear mommy, a fan of the source material, to let her have a go at it.  Unlike me, she bid on EVERY SINGLE LOCKER.  And she won.  She beat me by about $5,000, even though she employed nothing remotely resembling strategy or skill.  I hate that bitch.

It kind of turns Storage Warfare into a video scratch-off ticket.  No skill needed, success is totally based on chance.  The best strategy seems to be figuring out what the average bid the AI opponents will top out at and trying to hit just under that mark on your first bid.  But even then, you’re at the mercy of dumb luck.  Plus, the gameplay is shallow and the replay value is too limited.  Not to mention they missed out on an obvious local-only multiplayer mode where friends and family bid against each-other.  Even my Mom questioned why they didn’t include that.  It’s such a no-brainer that someone without a brain couldn’t understand why such a mode is not included.

I guess comic/guitar/

I guess comic/guitar/samurai sword/Rembrandt collectors have trouble paying their bills.

For all those reasons, I should have probably hated Storage Warfare.  But I didn’t.  It takes about a half-hour or so to run through an entire year and I had fun with it.  Once it was done, I wouldn’t want to play it again, but I don’t feel I wasted my dollar.  What’s here is limited, but undeniable enjoyable.  They probably could go a lot further.  My mother noted that the show (which has an official game on Facebook) is more about conflicts and possibly artificial drama than the actual auctions, none of which is really present here.  Maybe they could make a deeper, character-driven RPG-like experience, but they didn’t.  Storage Warfare is the perfect poster-child for casual gaming: a shallow, stupid time sink that you’ll ultimately ask others to join you with, like some kind of cult indoctrination.

xboxboxartStorage Warfare was developed by 24KT Studios

IGC_Approved80 Microsoft Points noted that a Charlie Rose game could be okay if they did it L.A. Noire style in the making of this review. 

Storage Warfare is Chick Approved and ranked on the Indie Gamer Chick Leaderboard.  YEEEEEEEEEEEEEEEEEEP!

Genix

Damnit.  Damnit damnit damnit damnit damnit!!

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How did this happen?  Early on in my play through of Genix, I felt I was playing a pretty good game.  I tweeted that it was “fucking awesome.”  I joked about having a “chick-boner” over it.  I probably should have put more than an hour into it.  What started as a fun neo-retro space jaunt ends up turning into a tedious, sprawling mess riddled with unfairness and frustration.  It’s one of the most disastrous turns I’ve seen an XBLIG make.

Genix’s hook is centered around its unique presentation.  The free-floating line graphics over a static background gives the game a holographic look similar to “floating image” games of the 70s and 80s like Sea Wolf, or especially Asteroids Deluxe.  This effect is also known as the “Pepper’s Ghost” and is used to create the special effects in the Haunted Mansion ride at Disneyland.  While playing this, my boyfriend commented that Genix, more than any other XBLIG covered at Indie Gamer Chick, belongs in an arcade.  Imagine a cocktail cabinet hosting Genix, using the Pepper’s Ghost effect.  It would be spectacular to look at.  Hell, it’s pretty damn nice to look at now on a television.  Even better was the amount of restraint shown by the developers to never allow the graphics to get in the way of gameplay, which is such a common mistake on games this stylistic.  It’s too bad this restraint didn’t extend to level design.  It’s like an alcoholic who triples his cigarette intake to quit drinking.

Screen shots don't do Genix justice.

Screen shots don’t do Genix justice.

Genix is all about navigating labyrinthine stages, looking for keys and doors to mate with the keys, shooting enemy ships and searching for an exit.  It’s certainly a different concept on the space shooter genre.  It’s probably been done before, but being a whippersnapper, this was new to me.  And at first, I enjoyed it.  Levels were well-organized, the mazes were clever, and the combat was.. well, that was always a bit tedious, but never annoyingly so.  The problem with the shooting is the enemies are pretty dang spongy.  Getting past early enemies isn’t so much a challenge as it is a device for killing the game’s pace.  The spongy enemies also combine with limited ammo to create a sort of puzzle effect on the game.  Although totally optional, Genix keeps track of how many enemies you take out in each stage.  It seems to give you just enough bullets in each stage to defeat every enemy.  This could have been a clever device to extend the game’s shelf-life, but the problem is it’s just not implemented in a fun way.  Enemies take so many bullets and firing them is so loosely done (even a snap-pull of the trigger fires multiple rounds) that you end up having to pump the fire button, shooting one round at a time in hopes of not wasting a single bullet.  It stretches the combat beyond boring and into the realm of torture.

But, the well designed stages more than made up for this, and I never grew tired of the beautiful graphics.

And then something happened.

About ten stages in, Genix gets teeth, and not in a good way.  Enemy turrets that fire quickly and are dead-on every shot are placed around corners in a way designed to guarantee you take damage.  Enemies are also placed just around corners in ways that force you to take damage rather than being able to strategically take them out.  Levels become more sprawling, sometimes taking ten minutes or longer to complete.  Your health drains relatively quickly and there are no checkpoints, so imagine putting ten minutes into a stage just to die because a boss appears out of nowhere and you’re trapped in close-quarters combat with a sliver of energy remaining.  That means you get to replay those ten minutes again.  Sometimes I don’t mind it, but Genix’s design doesn’t really lend itself well to forced-replays.  It also doesn’t help that weapon upgrades are dull and don’t really help so much with the sponge factor.  In early videos of the game, enemies don’t seem to be such bullet-eating bastards, so what happened?  Why do I get the feeling this is yet another example of a developer getting too good at their own game and beefing it up for their personal benefit, to the detriment of others?

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An hour into Genix, I had it pegged as a top-20 game, but it’s not.  I can’t even put it onto the Leaderboard.  It has too many problems, chief of which is the game ramps up the difficulty by being a dick instead of being a fair challenge.  This dissolves the early sense of awe and makes the problems that were always present stick out much more.  Control is too loose, firing is too loose, the levels have too much needless backtracking, enemy design is basic and boring, and the game has serious pacing issues.  Like sometimes a tiny box-shaped stage with no maze elements appears at random that feels totally out-of-place.  Or sometimes you’ll get a new gun (like the plasma cannon) and realize that maybe it DOES kill enemies faster, but it also uses ammo faster, thus maintaining the status quo.  Let me stress that Genix has all the potential in the world to be something special.  Not by tearing it down and rebuilding it from scratch, but just by using some common sense and a little bit of patchwork.  This could very well be a top-10 game, but I can’t recommend it.  Like the crater that enjoys eating donkeys, Genix is too in love with being an asshole.

xboxboxartGenix was developed by Xpod Games

240 Microsoft Points (160 points too much) are practically begging for this game to get patched and ask for a Second Chance with the Chick in the making of this review.