If a game is fun, then is that game good? Has the objective of the game design been fulfilled, or are there more criteria we demand before we can deem a game quality? What relegates a game to the realm of “guilty pleasure,” instead of simply being a good game? Artistic intent, perhaps?If that is indeed the case, and artistry is the deciding factor, then Grand Class Melee is a guilty pleasure game of mine. It’s unbalanced, random, and more chaotic than an All Rainbow Road Cup in Mario Kart. Certainly, one wouldn’t leverage the title in an “Are Games Art?” debate. But perhaps they could successfully leverage it in an argument against the need for games to be emotionally exhausting affairs. Maybe it could make a stand against games that put complicated mechanics at the heart of their systems. Grand Class Melee sticks to the most fundamental property of game design, in so much that it is simply a blast.
Fun or not, the objective of a review is to be objective about subjectivity, so let’s try to break down the experience, which is so much greater than the sum of its parts, into its most primitive elements.
Firstly, the art is far from what one would call inspired. As with a lot of games on the Xbox Live Indie Games market, Grand Class Melee utilizes pixel art in its design. While sometimes pixel art can feel like the right choice, artistically, it more often than not feels like the easy way out; placeholder graphics to be overlooked, as they’re only there to facilitate gameplay itself.
The maps are equally uninspired, randomized, I believe. There is a breeze present that marginally affects movement speed and tall grass that some classes will be able to take advantage of for stat bonuses. Unfortunately, a lack of truly clever level mechanics does hinder the game, leaving the player wondering what could have been.
Where the game comes together, sensibly, is within the mechanics themselves. Up to four players can gain agency over the sprites in an all out brawl. If four players aren’t available, computer characters can fill in for them, at one of 3 different difficulty settings. But, like with Smash Bros., the ability to communicate with other players in order to gang up on an alpha player is an essential part of the experience. Especially given the occasional balancing issues, but more on that in a moment.
The game controls very simply. If you’ve ever played a classic Legend of Zelda, with the overhead camera, then you will be right at home. Characters can move in any of the four compass directions, and have a stationary and a lunge attack mapped to A and B. The triggers will sport two abilities; one inherent to your current class, one a leftover from a lower rung of your class tree. Between matches, choosing these abilities allows for a tiny degree of customization that actually ends up being essential to the upcoming match’s dynamics.
The 60 classes —which can be seen here— are supposedly balanced by fan interaction, and, while certain class combinations feel broken, the sequel will likely opt for more fairness in classes. Honestly, I prefer the outlandish combinations, as teleporting characters fire Dragon Ball Z inspired kai beams across the stage, threatening bulky characters who can’t close the distance. It’s comical, and lends itself to a sort of party-game atmosphere.
Like Dynasty Warriors, I urge people to play this game, and to play it with friends. The game isn’t revolutionary, won’t address social issues, will not engage you with riveting narrative, and I promise, the art direction won’t sweep you away. But, it should be fun. If it isn’t, then it’s definitely because your friends suck.
How’s that for objective?
Gland Class Melee was developed by Gigatross Games$1 says, “it’s a way to prove to your friends that you are better at Zelda, which is about as likely to get you laid as being one dollar richer. So, you know, why not?“ in the making of this review.Benjamin has awarded Grand Class Melee the Indie Gamer Team Seal of Approval.
MULLETMAN (has to be written in all caps, like it’s being screamed), is the latest title from Total Commitment Games. My only previous experience with them was briefly playing their Escape from Robot Doom, a very good-looking 3D title that I had to quit playing after around ten minutes because it wasn’t compatible with my epilepsy. But, from what little I did play of it, I honestly thought it had the worst play control of any 3D game I’ve ever played. Like someone played Bubsy 3D and tried to emulate it, only they made it worse. I’m not exaggerating. It’s one of those games where, if I had been able to put more time in it, might have been a contender for the worst game I’ve ever played.
MULLETMAN is not quite that bad, but it is one of the worst games I’ve played in 2013. Like Escape From Robot Doom, it comes down to terrible play control. Essentially a run-and-gun platformer, MULLETMAN stars a very close Mega Man lookalike, which is what attracted me to the game in the first place. Having played the truly amazing Vintage Hero just a few months ago, a game I consider to be, as of this writing, the best XBLIG ever made, I figure that games inspired by the Blue Bomber might generally be of higher quality. But beyond having a similar character design, including a blatant copy of Mega Man’s iconic jumping posture, MULLETMAN is nothing like Capcom’s franchise. There’s only one type of enemy, along with various traps and timed-jumping areas. Good character models are really the only positive thing to say about the graphics. They’re not bad or anything, but it’s very bland and drab. Certainly not something that gets you excited to be playing it. Atompshere matters. If you don’t believe that, go live on the moon.
For some reason, the main character’s arms flail up and down, like he’s trying to fan his armpit BO at enemies.
Where MULLETMAN really falls apart is the jumping physics. Apparently by design, a game centered around running and jumping requires you to stop moving before attempting to jump. This is a mind-boggling choice. As a result, I often slipped off ledges while attempting to maneuver from platform to platform. When you go to jump and you don’t stop moving, your character does a silly little bunny hop thing. Mind you, because the controls are slightly unresponsive, sometimes you will stop moving and hit the jump, only to not jump. Responsive controls are an absolute must for any platformer. If you can’t get those right, the game should not be released. MULLETMAN feels like the child of one of those parents that shoves their kids out the door at the stroke of midnight on their 18th birthday. Ready or not, you’re out of here.
The controls don’t exactly lend themselves to the level design, either. Many sections are single-block platforms that fire missiles vertically after you land on them. These sections require tight jumping controls and fast movement physics, neither of which MULLETMAN possesses. The jumping is slow and floaty, reminiscent of the Bubble Man sections of Mega Man 2. It worked there, in stages designed around avoiding spiky walls. Here, damage is almost inevitable. The game is generous in the sense that you have infinite lives and checkpoints are liberally scattered around, but it never helps ease the frustration brought on by the terrible control. On top of all that, the game has problems with choppy, stuttering frame-rate on occasion. The developer was puzzled by this one, though every player I’ve spoken with has had issues with it. Splazer Production’s gameplay footage shows it a few times. For me, it was frequent, nearly every time I jumped with any other moving object on-screen.
You can see the choppiness early on in the vid. It seems to hit different, but consistently, among most players. By buddy Kyle, whose Extra Life charity events you should totally check out, also had issues with MULLETMAN.
Even without the problems, I don’t think MULLETMAN has a particularly high ceiling in terms of potential. It only took me thirty minutes to complete the game. At least I think I did. I ended up in a jail cell with “The End” written above it. If not for the bad controls, bland graphics, unfair level design, floaty physics, and technical issues, I’m not sure MULLETMAN would have been much better than mediocre. Though I must say, the developer seems to have something resembling talent. Escape from Robot Doom, horrible as it was, at least looked really good. Very few XBLIGs look like they could pass as honest-to-goodness professional games, and it did. And MULLETMAN would catch on just by being a Mega Man lookalike, if it could spread by word-of-mouth, which it simply can’t in the state it’s in. Both games were ruined by poor control, which tells me that Total Commitment Games needs to bring someone in that can handle that aspect. As it stands, their games are good for little more than causing players to invent entirely new swear words. MULLETMAN controls are Fruckenrchist and the game is Arserunoff.
I know the feeling, buddy. If I had to play ten more minutes of MULLETMAN, I would have handed my boyfriend some nails and a mallet myself.
Sigh. A few months ago, the much lambasted Silver Dollar Games released their long-awaited, DREAM-BUILD-PLAY winning title One Finger Death Punch onto the market. Despite being well received by pretty much everyone who played it, it bombed hugely. And now Silver Dollar is back to throwing out hastily produced mini-games in short order. This is depressing. It would be like if Ron Jeremy quit adult films to star in a Martin Scorsese crime epic, winning the critical acclaim and the respect of his peers while sweeping the Academy Awards and the Golden Globes, but the film bombed so it’s back to having bimbos suck him off to make his gas payment. That’s what this feels like.
I’ve always said that talent is something that can’t be taught. It’s something you inherently have. You can improve upon it. You can nurture it. But you can’t create it from nothing. I assure you all, a team that had no talent could not have come up with One Finger Death Punch. Some people get lucky, but nobody could get that lucky. Silver Dollar probably wishes they did have that kind of luck. They’re heartbroken by OFDP’s performance. I am too, and I barely got to play the game. Everyone has their theories on why, with themost common explanation being karmic justice. Look, I get that Silver Dollar is not the most beloved developer, but regardless of your feelings for them, OFDP under-performing is nobody’s victory, and shame of you if you feel that way.
My theory is still that the box art looked too generic, like a bad Last Airbender rip-off. Allow me to elaborate. Look at it.
It’s really good-looking. Very professional. A cut above your typical XBLIG release in terms of quality. But, still kind of generic. It looks like any other game. And the art isn’t really representative of the quirky gameplay involving stick-figures pummeling each-other to death. You would never guess that beautiful box art is connected to this game.
See what I mean?
More over, the box art doesn’t stick out. Here’s a screenshot of One Finger Death Punch sitting alongside other games released around the same time.
It blends in. Gets easily lost in the shuffle. The box art is good, but it doesn’t do that perfect siren song that lures potential buyers in, even to get a quick sneak peek. Really, it looks like it could be just any other game. Now compare it to Learn to Eat, SD’s first post-OFDP rush-job that immediately was a bigger hit despite taking about 1% of the effort OFDP did to create.
Say what you will about it being lazy or rushed out, but you can’t say it blends in. It sticks out. People would want to see what that game is. It’s unfortunate that Silver Dollar wasn’t able to carry that over to their big, award-winning, mega-hyped title. I truly in my heart of hearts believe that is what cost it sales.
And now, SD is having a sulk and releasing unplayable shit back into the marketplace. Again, depressing is the word that springs to mind. I bought two of them. First up was Cooties: Patient Zero. It’s a text-based adventure featuring still images instead of static anime screens like a typical game in this genre does on XBLIG. Here, you’re a loser with touching issues. Your billionaire father gives you an ultimatum: get laid or get cut off from your inheritance. Wait, didn’t Chris O’Donnell already make a movie about this?
Look, at the risk of getting quoted (again) in SD’s satirical “Awards” tab they include in games that contains all the hatred and anger they’ve generated from the community, this game really sucks. And I’m not just saying that because it’s an SD game. There are dozens of games exactly like this on XBLIG by a variety of developers, and all of them have the same problems. Firstly, when presented with a multiple choice question for which path you’re taking, it’s impossible to determine which answer is the bad one that will get you killed and which one is the good answer that moves the story along. In Cooties, three wrong guesses leads to you “getting Cooties” and starting over. And, by wrong guess, I mean the girl you’re courting physically touches you on the hand. No, really.
The concept is the guy you’re playing as can’t stand any female contact. The voice actor playing him seemed miscast. The dude had a deeper voice, sort of like a bad Solid Snake knock-off, instead of a shrill, squeaky, geeky voice that would have been a better fit. But when you rush games out the door like you have a 30 minute delivery or-your-money-back guarantee, I guess casting isn’t something you give a lot of thought to.
So at one point in the game, you end up in a restaurant. The girl requests that you hand her a menu. If you do so, you take a hit point because the girl touches you. Later, she asks to have the salt passed to her. Doing this does NOT result in a hit point. Okay, how the fuck does passing a menu (which is typically a large piece of laminated paper) result in any physical contact, but passing a salt shaker, which is, you know, the size a fucking salt shaker, not result in some skin-on-skin contact? And that’s exactly what I’m talking about. It’s so random and so illogical that nobody can possibly guess what the correct answer is supposed to be. All these games have this problem. I’ve played over ten on XBLIG and not one was exempt.
Cooties: Patient Zero was developed by Silver Dollar Games ($1 said “checkpoints alone might have led to the game getting a very mild recommendation in the making of this review)
This leads to a bigger problem: no check points. When you die, you have to start over again. Only the opening scenes seem to be skippable. Once you’re past those, you have to sit through the same dialog again and again until you get things right. There’s no on-screen text here. All the dialog in Cooties is done via voice acting from two performers that sound so bored that you can practically hear them doze off a few times. The only thing that ever breaks up the dialog is the occasional quick-time button mashing event. Ultimately, Cooties is just plain boring, and there is no bigger sin a game can commit. Yea, it’s also dumb, but endearingly so. I wanted to see how the story played out, but not so much that I would sit through endless replays of the same dialog until I hit the exact logic-string the developers used. Beyond that, Cooties is confusing as to what you’re trying to accomplish. The game encourages you to shack up with a girl, but discourages you from making any contact with them. It seems like a story that had no editing done before it was made. Given the breakneck speed SD has been putting games out, I’m guessing that is the case. They’re hardly alone in doing this, but unlike most developers that do, they’ve proven they know how to make really, really good games. That’s why people like me get frustrated with them.
Every time you heckle, the meter fills up a little bit. If you fill it up all the way, the dude has a nervous breakdown and the game is over. It’s so badly done.
So then I tried The Heckler, and it turned out to be even worse. The idea is, a dude is on stage reading poetry and you press A to heckle him. If you do so too much, you game over. And that’s really it. The poetry is hilariously pretentious and the concept of heckling someone vomiting it is solid, but there’s almost no play mechanics here. I kind of wish there had been. I was so mesmerized by the over-the-top dialog that I did a play-through without pushing anything, laughing my ass off at it. But the actual game of heckling but not heckling too much, is dull. What really sucks is that Silver Dollar provably knows how to make a game with minimalist gameplay be fun, exciting, and engaging. I certainly wouldn’t expect it from every game of theirs, but they’ve put out three games since September 11, none of which really serve to entertain. They’ve been accused of trolling the marketplace in the past, and stuff like this just fuels that. Why live down to that? And why deflect everything with “we’re just having fun” or “we have no experience”. Which, by the way, that’s tough to use when you’ve made nearly a hundred games and won prize money based on how much potential one had.
The Heckler was developed by Silver Dollar Games ($1 said the game really needed some kind of “throw rotten fruit” mechanic in the making of this review)
Silver Dollar has a reputation of not being open to criticism, and I’m fairly certain they hate my guts, but I do want to offer them this: I never say anything I don’t mean. If I say you have talent, I would hope that means something. I’ve reviewed over 400 games since 2011, and I’ve seen what games by people who truly have no talent look like. You guys don’t fall into that category. I know it must have been demoralizing to have a game you poured your heart and souls into not be well received on a commercial basis. But you have something many out there only wish they could have: talent. People aren’t pissed at you because you’re dumping out games in short order. If the games were fun, nobody would care. These games are boring, and that’s what bothers people. One Finger Death Punch wasn’t a very complex game. It featured minimalist play mechanics, and it was spectacular. You guys have an eye for that play style, and this was hardly the only game of yours that was well received. I’m not saying you should stress yourselves to death like you did with OFDP. You need to find a healthy balance between having fun and making decent games. Cooties and Heckler were boring. That’s what pisses people off. It feels like you’re not trying. Be honest with yourselves: you’re really not. With your amount of talent, the sky is the limit for you. OFDP didn’t bomb because you tried too hard. It was just shitty luck. Don’t let that spoil your talent. You don’t owe it to us. You owe it to yourselves. You can do better.
Though I admit, it does suck that OFDP bombed. Hell, you would have been better off spending your DREAM-BUILD-PLAY prize money on hiring Patrick Stewart to do the poetry for The Heckler. That.. that would have been fucking awesome.
Today’s game is called 一>◇. No seriously, that’s the name. 一>◇. It’s a name that search engines and headers will not put up with, so for the purposes of today’s review, I’ll be calling this game the Strange Japanese Game. Not that anyone would actually want to Google it or see it on YouTube. It kind of sucks. Which is a shame because the concept is original and quirky, but a horrible control scheme fails the vision.
Strange Japanese Game is a God Game where you play a giant green hand. There’s little sentient beans walking around, reminiscent of Pikmin. They even grow little spouts on their head. When they have a sprout, you can poke them into the ground. Then, you grab a handful of water from the lake that is the main focal point of the game’s challenge and dump it on the sprout. The sprout then grows into a tree. You can flick the tree with your finger to knock more Pikmin-like-things out of it, but ultimately you want to masturbate the tree (I’m not joking) to shape it into a spaceship. Once you’ve beaten your bush into the shape of a shuttle, you have to load it with the Pikmin-like-things. Doing this will make the ship blast off, scoring points. The object of the game is to score as many points as you can.
After beating your bush, the tree becomes a rocket that blasts off in a shaft of fire and two black balls of smoke. Sickening thought: someone, somewhere is getting horny thinking about this.
First off, props to the developers for taking the God genre and trying to make a quick actiony arcade game out of it. That took a creative spark and balls, and I appreciate that. Having said that: why on Green Skinned God’s blue Earth did they map every action to the X button? The Xbox controller has four face buttons (six if count the clickable analog sticks) and four shoulder buttons. Strange Japanese Game only uses ten percent of the total available buttons, but the actions performed are very different from one another and possibly consequential. For example, flicking. You have to move the hand and press X to flick. If you stop moving and press X, it becomes grab instead. Except there’s a problem: there’s a slight delay in the game recognizing that you’ve stopped moving, even if you release the stick. Thus, there were times when I let go up the stick and pressed X in an attempt to grab a not-a-Pikmin and instead flicked it into the water, killing it. This isn’t the fucking Atari 2600. Why couldn’t grab had been one of the different available buttons?
There’s also no way to separate the little not-a-Pikmins from each-other. When they bunch up, even an action as simple as planting one in the ground can likely result in killing ones next to it. This gets really frustrating when the creatures turn evil if you let them sit around too long (perhaps they ate something after midnight when I wasn’t looking) and start to attack the good ones. If you let THOSE linger too long, they become tentacles (it’s Japanese, OF COURSE they become tentacles). In order to prevent that, you need to flick the critters into the water. Of course, that typically will result in killing a bunch of innocents. Really, imprecision is Strange Japanese Game’s biggest sin. If you grab a handful of not-a-Pikmins to drop them in the spaceship, it’s hard to line it up in such a way where all of them fall into the ship. Any that don’t die upon hitting the ground, even though they fall the same distance and land safely when you knock them out of the trees you grow.
There’s a really cool and quirky concept at play here. Again, an arcadey God game? Madness! But the slow pace, awful play control, and imprecision of the action kills all potential it had. I truly do feel that the groundwork for something fun and addictive has been laid with this strange Japanese game. With fine-tuning to the controls and something added to the gameplay that would speed up the pace, I think this could be a sleeper hit. Maybe. I should probably note that all the gameplay mechanics above are left up to the player to figure out on their own. There are no instructions in the game, and no on-screen indicators of what to do or how to do it. The only instructions are found on the game’s marketplace page, and in Japanese. I’m a fan of quirk, but being quirky doesn’t have to mean leaving a player to figure out stuff on their own. Then again, this is a game that involves jerking off trees. I imagine writing instructions for such things is a crime in many countries.
$1 was warned by their father that if they kept doing that, their hand would turn green in the making of this review.
Seriously: horrible name for a game. Horrible. If the game had been good, the name would have doomed it. It’s a game whose title cannot be spread by word of mouth. Sigh.
I’m baffled when unambitious games come along that strive only to look and play kind of, sort of like the classics of ye olden days. All I can think of is: why? Why not make them better, or at least give them a different hook? Especially since those old games already fucking exist and have been played to death. Hey, not everyone is creative. But even if you’re uncreative, you must have actually played the games and know what works in them and what doesn’t. I don’t expect perfection from an indie developer, but I also expect that, as gamers, they know the difference between fun and boring.
Mechanician Alex, a game from 2013 designed for fans of 80s PC games that 80s PC gaming fans would have shit on.
Then you get into the realm of pure raving insanity, where you try to ape a gameplay style that wasn’t all that good to begin with. Mechanician Alex wants to be one of those old-timey, single-screened platformers from the Commodore 64 or ZX Spectrum era. I know a lot of my readers are still gaga over them. When I reviewed the official XBLIG port of one of the all-time cherished members of that genre, Manic Miner, the old farts that read me were less than receptive to my take on it. Fine.
But would those gamers be receptive to a game that looks like it could have been a lost game in that series, and plays almost like them, only everything is a little worse? I’m guessing not. Strip away the attempt at making a player nostalgic, and Mechanician Alex is simply a bad game. The controls are atrocious. Unresponsive controls are a signature of these type of games, and getting used to the wacky delayed timing is supposed to be part of the charm. I guess if you’re playing a game legitimately made in that era, that’s acceptable. Well, at least if you’re a child of that era looking to reclaim your youth. But fans of those games aren’t in denial about the controls being shit. Why the FUCK would a game made in 2013 try to emulate that? Manic Miner fans aren’t going to Tweet each other saying “Oh my God, this game controls even worse than Manic Miner. IT’S FUCKING AWESOME!!”
Mechanician Alex was developed by 3T Games ($1 got a teeny tiny chuckle out of the level where enemies consisted of Rubik’s Cubes and the female symbol ♀. Perhaps the developers were not fans of me or Xona Games)
And the levels are poorly designed too. The game has a real issue with height. For example, on one stage you’ll be walking on a cloud that is bumpy, like clouds tend to be. There’s almost no clearance, and an enemy is scooting back and forth above your head. Unfortunately, the collision detection is spotty enough that you’re bound to burn lives just trying to get a feel for it, and there’s so many variables on the height that never seem right. It immediately stinks of a stage that was rushed through production. Beyond that, if you slip off the cloud, you can’t finish the level regardless of whether you land on a platform or not. This is really fundamental level design stuff and I shouldn’t have to have explained to you why its bad. It’s a worst game of the year contender.
Sadly, the same developer recently went on a release spree, and they also brought out a side-scrolling platformer called Pablo’s Fruit, and it’s even worse. Taking it a step further than Mechanician Alex, it’s a contender for worst XBLIG ever made. Every gameplay aspect of Pablo’s Fruit is terrible. Here, the idea is you have to collect all of the fruit in a level to open up an exit. Movement is slow and jumping is floaty, which makes playing through the levels a tedious chore. And then you get to the technical issues. When you take damage, you don’t recoil from it, and you don’t get much (if any) invincibility to prevent further damage. Thus, it’s conceivable that you could go from 5 “lives” to 0 in a second just from getting pinned next to an enemy. That’s just utterly lazy, sloppy programming. This is coupled with poor level design. In one stage, the level opens with a fruit above your head, out of reach. At the end of the stage, by the exit, there’s a teleporter that drops you back at the start. You collect the fruit, but you have to walk all the way back to the exit. All enemies you’ve taken out are still gone, which begs the question: WHY THE FUCK WOULD YOU MAKE SOMEONE DO SOMETHING SO FUCKING BORING? Didn’t it occur to anyone making this piece of shit?
And it’s got dumb logic too. Enemies are beaten by jumping on their heads. But it’s not always clear which enemies will die when you do it and which ones you’ll pass-through, taking damage along the way. I made a video to demonstrate.
What the fuck? By the way, that vulture that’s flying back and forth? You die from jumping on it too. Why the hell does a ghost (hypothetically a transparent, dimensional being) die from being crushed but not an insect or a bird? Is this some kind of PETA subliminal message?
An annoying aspect is there are these butterflies that continuously fly around. They’re supposed to be in the background, but it’s done poorly and thus they often look like enemies in the foreground.
If I sound too negative, please keep in mind that I actively, for days, tried to think of something nice to say about these games. I came up completely empty. The sad thing is, both these games are courtesy of the developer of Naoki Tales. I didn’t like it either, but really, its only true sin was being boring. These games represent a gigantic step backwards. Pablo’s Fruit came out a day after Mechanician Alex, and those came out a few days after another game by the same guys, Paper Galactica. I’m not doing a full review on that (click the link, because Tim Hurley did), but it was pretty fucking boring as well. Three games, all released in one week. If I had to ask these guys a question besides “have you ever actually played a video game?” it would be “why didn’t you guys focus on one project?” Granted, it’s possible that all three games sat in peer review purgatory until the community came out of a coma and put them through to the market.
Actually, I would have one more question, and this is the most obvious one: would you actually want to play these games if you hadn’t made them? Would you pay money for them? Hell, would you play them if they were free? Yea, that’s three questions, not one, but all of them are valid. Look, these games suck. You’re not going to make a lot of money on them. They don’t even have the absurdity or the charm of Silver Dollar’s low-end, quick cash stuff. Bad games DO make money on XBLIG, but your stuff isn’t falling into those niches that have such potential. So don’t rush your games out. Polish up your work. Do something wild and creative. I’ve played four of your games. Not one of them managed to entertain me or any of my colleagues for a single second, nor did any of them display the slightest bit of creativity. If I had to guess, I would guess the developers were bored silly making these. Their existence seems almost cynical. Both are trying to capitalize on nostalgic memories. But unless it’s a port of something, you’re not going to lure in day-dreamy nostalgic types. Being primitive shouldn’t be confused with being a classic, and these games are so primitive that they sacrifice virgins to the sun gods.
I don’t mind racing video games, but I’m bored silly by any real form of automotive racing. So naturally, I ended up with a boyfriend that’s a gibbering, foaming-at-the-mouth Formula One fan. Magic Racing GP 2 was made for him, not me. It was a game with old-school top-down gameplay, and that’s fine. Where the game made itself inaccessible to me was in the insane attention to detail of the nuances of racing. You had to calculate and adjust for every thing, right down to the types of wheels used. Yea, not for me. Then again, Brian and his F1-loving friends liked the concept more than the execution. The controls were pretty rough for GP 2. If they had been smoother, I think Brian and Bryce would still be playing it to this day. Hell, I think a lot of people would have. It had such raving devotion to the simulation aspect of F1 that I think people might have used it as an honest-to-God league, in the same way people set up Madden leagues or even Tecmo Bowl.
This is one of those games that looks better in screens than it does in motion.
Magic Racing Rally is a much more simple game. There’s still a wide variety of race classes and cars (based on real cars but with thinly veiled name changes) with different attributes, but it’s nowhere near as terrifying for non-fans of the sport. Also, the controls seem more manageable. But, I was still quite bored by it. Mechanically, it’s just too basic. From a graphical point of view, it reminds me of one of those preschool race car toys with the magnets. Just a static screen with the cars and the skid marks they leave behind being the only moving parts. It’s quite low tech and not very stimulating, even though the courses are well designed. Hell, some of the courses are downright beautiful, but when you superimpose a little eight-bit car on them, it kind of looks silly.
The big draw of Magic Racing Rally is the sixteen-player online racing. Giggle snort chuckle ha. Look, kudos to them for thinking to include support for sixteen players, but you’re more likely to see Sasquatch rollerblading on UFOs before you find sixteen players at the same time. The best I could do was three players. Unfortunately, even with what felt like better controls, all of us kept crashing into the walls repeatedly. Only on the slowest class were we able to come somewhat close to staying on the road. Otherwise, it was like trying to trace a doodle in the middle of an earthquake. I’m sure with patience and practice, I probably could have gotten the hang of it, but I was not engaged enough to want to get good at it. I hate doing this, but I wasn’t Magic Racing Rally’s target audience. I think fans of rally racing might enjoy it, assuming that any of the dozens currently available titles from that genre no longer “do it” for them. The weird part is, the racing was never the best part about their original game. It was the simulation aspect. With that significantly toned down, I wonder who this was made for? I didn’t really like it, and actually Bryce didn’t like it either, and he’s into this kind of stuff. Oddly enough, as intimidated as I was about Magic Racing GP2, I think that was the better game. The marginally better controls don’t make up for the lack of customization. I do think the audience of devoted GP2 fans might enjoy this, but otherwise, this race is permanently stuck in a yellow flag.
A review copy of Magic Rally Racing was provided by Magic Studios to Indie Gamer Chick. The copy played by Cathy was paid for by her with her own money. The review copy was given to a friend to test online play with her. That had minimal feedback in this review. For more on this policy, consult the FAQ.
I’m a dumbass. I attempted to play One Finger Death Punch, the final Dream-Build-Play winner. Both the developer and my boyfriend had declared the game off-limits to me due to my epilepsy. However, that didn’t stop me from playing Charlie Murder, and I still had all the equipment I used to make it through that game (an older, fading projection TV and extra lighting in the room, in addition to sunglasses I was wearing), so why not?
Well, because it still wasn’t safe for me. That’s why. One Finger Death Punch was much more intense in its effects than Charlie Murder was. I was only able to play a little past the first world before a flickery background made me feel a little off and it was decided I shouldn’t play any further. Rats, I say. Rats, because I was really enjoying it up to that point. The basic concept is using only two buttons, you kung-fu your way through wave after wave of stick figures. You don’t even move your character. All the action in the game is done using only the X and B buttons. When an enemy enters your attack range, you hit them. The violence is over the top, but really, One Finger Death Punch reminded me of Nintendo’s Game & Watch line of titles. It’s just about timing and patterns. Gameplay boiled down to its purest core. Yet, OFDP is a total reinvention of some extremely old concepts, and it works well.
Theory #1 on why this game bombed in sales: the screenshots are obnoxiously saturated with sales pitches for the game. I speak on behalf of all consumers when I say “we’ll read the sales blurb for that shit. All we want to see is an unbranded, uncovered, unblemished pictures of the fucking game!” Yeesh. That goes double for all you iPhone developers.
At least it did until I got to the part that simply wasn’t compatible with my medical condition. So I can’t vouch for the game completely. That wouldn’t be fair. I can say this: it seemed good enough that I think I would have ultimately awarded it the Seal of Quality. I mean, you never know. I really did suck at what little I got to play. Once enemies started to come in different colors (green enemies take two hits, blue ones dodge your first hit and jump into the other button’s range, and I’m sure more colors were coming) I started to fail with more consistency. I also was downright embarrassing against the first boss, losing three times before getting it right. But I was enjoying my mediocrity. I wish I could have played further.
Either way, One Finger Death Punch is, according to developer Silver Dollar Games (yep, those guys), a total bust in sales. What sucks about that is this was their most expensive production, and their most critically acclaimed title. These guys have been lambasted by the community, including me, and yet in the end they proved that they were real artists with real talent. Let it be said, even though I couldn’t finish their game, Silver Dollar today made me proud that I’m Indie Gamer Chick. Perhaps they’ll be the final reminder of how Xbox Live Indie Games cultivated talent. These guys went from being demonized for their, how shall we say it, less than play-value-chalked titles to being demoralized by their best game doing poorly at the point of sale. It’s almost like a microcosm of the XBLIG community as a whole. Don’t let this get you down, guys. You made a believer in me. Stand up, lick your wounds, and go make something else spectacular. I have no doubt you can do it.
Oh, and that spectacular thing you’re going to make? Yea, can you do me a solid and try to make it something that won’t potentially kill me? Thanks.
Theory #2 why it bombed: the box art sucks. Part of the charm of the game is its minimalist characters (literally stick figures), and this captures none of that. This looks like the type of cover you would expect on a clone of an Avatar: Last Airbender game. XBLIG developers are already screwed by not having trailers at the point of sale. Don’t screw yourselves further by making the box art look generic. Well drawn, but generic nonetheless.
80 Microsoft Points are really bummed about this because the thing that made me feel ill was a darker, wavy-pulsing background effect. Not my typical trigger. Shows how unpredictable this shit can be in the making of this non-review review.
Team 2Bit stands up and takes a bow. Tsutomu Yamaguchi rips up his program and walks out of the auditorium in disgust.
You see, I think Fist Puncher is probably better than your run of the mill brawler. Think of it as Castle Crashers without having to equip weapons. You level up. There are a variety of special moves and combos you can pull off, and you can earn more as you make progress. Levels aren’t always about smacking some twats around, walking ten feet to the right, then smacking more twats. Sometimes you’re in a poisoned subway. Sometimes you’re riding motorcycles. This is all set in a decidedly mature world with adult themes and occasional voice-over narration.
Sadly, it’s hard for me to get excited about this when I started playing upcoming Xbox Live Arcade brawler Charlie Murder about an hour before trying this. I haven’t yet formed an option on that game, but playing it undoubtedly soured me on Fist Puncher. Both games intend to take brawlers in a more progressive, modern direction. It’s as if they’re both in a race, and Fist Puncher is running at a pretty decent pace. Unfortunately, that doesn’t matter because Charlie Murder is using quantum time displacement magic to have already finished the race, give Fist Puncher a wedgie, and sleep with its wife.
Oh shit, it’s Scientologists!
All games should stand on their own. I still believe that. But, I really am having trouble separating these two games from the same genre which released this close together. One of which is extremely modernized and the other of which is still has some firm roots in tradition. If I hadn’t just played Charlie Murder, I think I would have liked Fist Puncher a whole lot more. Not too much more. I hate brawlers and I can’t hide my contempt for them. One of the worst times I’ve had as Indie Gamer Chick was playing the Simpsons Arcade Game with my boyfriend. It wasn’t even an indie, but I had never played it and figured I could get a decent review out of it. Then I dragged Brian along for the ride. I hated every moment of it, but I thought Brian was enjoying it. Then after we finished, he said “well, that sucked.”
“Why didn’t you say anything?”
“When was I supposed to say something? You haven’t stopped complaining this entire time. I’m actually surprised you could complain that much without stopping to breathe.”
The thing with 2D brawlers is, most feel like the same game with different skins. Even popular ones. Look, I played Streets of Rage and its sequels when they were in Ultimate Genesis Collection. I played Final Fight on Capcom Classics Collection. I’m happy you old school gamers still enjoy them, but I don’t get it. It’s just button mashing the same guys, walking to the right a few feet, then button mashing more of the same guys. Repeat this until you run into a boss with an unfair attack pattern and button mash him. Then maybe you watch a static cut scene before repeating the whole process for seven to eight levels. It’s boring. Having a variety of fighting styles doesn’t take the edge off either, because usually there’s one attack that just plain works better than everything else, of which you’ll use it so much that you’ll wear out the buttons you have to hit to activate it.
Fist Puncher, God bless it, does its very best to break up the monotony by including different objectives, branching paths, and fairly short levels. There’s also an upgrade system that, in the tradition of Indie Gamer Chick, I attempted to abuse by simply putting all my stats into strength. Didn’t work, because enemies become downright cheap. I encountered a boss that has a murder of crows surround you. If you’re unable to run away, those damn crows will stun lock you and utterly drain your health. At this point, I had maybe two points spent on defense and I didn’t last too long. Of course, that’s my fault and not the developer’s, but I was still pretty peeved at the cheapness of it. Not to mention that some of the levels are clearly designed with four players in mind, like a subway that fills with poison. You have 90 seconds to clear a few waves of bad guys and a boss. Now, by the time I played this stage, I had nearly filled my strength meter to the brim. It didn’t matter. Enemies were spongy as hell, and there was only one of me to finish a stage meant to be played with friends. The amount of enemies probably should have been scaled back a bit to accommodate solo play.
Since I missed the narration due to a glitch in the sound, I filled in the blanks myself. in my version of the story, the guy in the yellow is attempting to sell multi-colored toilet seat covers shaped like giant assholes. Someone off-screen claimed to match his low prices and he pulled a gun on them, because thems fightin’ words!
When you play with friends, it does take the edge off. But while the fighting style consists of more than punches and kicks, Fist Puncher still has a relatively low ceiling before combat gets too repetitive. And while occasional minigames (such as a batting cage where I swear to Christ I could not line up to hit the fucking balls correctly) or hidden keys do try to make this something more, I just found Fist Puncher to be the type of generic brawler that has been done hundreds of times before and will continue to be done until the end of time. Plus, the XBLIG port of the PC title is loaded with some awful glitches. I died during one section of play and had to be brought back to life by being given CPR, which is done by hitting button prompts. Once I was brought back to life, Brian was still bent over in the CPR position, unable to stand up. This was not by design. Weirdly, he eventually stood up, but none of the action buttons would work. He had to intentionally let an enemy knock him down before anything would work again. In addition to all of this, the sound effects (including the voice over narration after the first stage) would cut in and out, sometimes leading to playing whole stages without the satisfaction of hearing your fist smack against some asshole’s face.
I’m not scoring against the glitches (unacceptable as they are), because I didn’t like Fist Puncher regardless. Indie Gamer Guy did, and it would seem many long-term fans of the genre disagree with me as well. Having played through it, I do admit that Fist Puncher is a well crafted tribute to one of the industry’s most revered game types that does try to do a little bit more than they did. But I never liked brawlers to begin with, so I was not who this game was aimed at, and Fist Puncher does absolutely nothing to try to convince people like me that we have it all wrong. Its only ambition was to satisfy fans of games like Streets of Rage or Teenage Mutant Ninja Turtles, and it seems to do that well. I’ll never understand why games like this are still popular when gaming has come so very far since the mid 90s. If anything, brawlers are having a revival, and not one of those ironic ones like people watching movies on VHS or pretending to like My Little Pony. I’m talking honest-to-God elation. I don’t get it. A lot of people my age don’t get it. Then again, people of their age don’t get how we could convince our parents to murder each-other on Black Friday to score the last booster pack of Pokemon cards for Christmas. It’s a generational thing.
400 Microsoft Points have no opinion of Charlie Murder yet, except that it does try to do more with brawlers, and that’s a step in the right direction in the making of this review.
Back in April, as the gaming landscape was preparing for a next-gen level shakeup, I was only thinking about one thing: XBLIG is almost done. I mean, there would be indies on Xbox One of course, but the community that I’ve come to know and love would change. It might be better. It might be worse. But it would certainly not be the same. I’ve thought about how my previous reviews would lose their relevance once those games were no longer available. I’ve thought about the types of games the hundreds of developers I’ve come to know and befriend will create in the future. Change is scary. I’ve spent two years trying to be the best (if not, the loudest) advocate for Xbox Live Indie Games.
Tough Sell
Has my blog actually done anything? Maybe, but not as much as I would have liked. Some developers have credited positive reviews from me for causing a brief sales spike, but nothing significant. On the flip side, I’ve had developers of games I absolutely cremated credit me with a bump in demo downloads.
LaserCat
But then I get down to the sad truth of the matter. There are games on my Leaderboard that have sold under 1,000 copies. Hell, there are games on it that have sold under 500 copies. There are games on XBLIG where I am literally the only person that bought it. I’ve played amazing games that sold so poorly that the developers became demoralized and quit. Being Indie Gamer Chick has been the privilege of my life, but sometimes the tales of woe from developers can be downright heartbreaking.
With the sun setting on this generation, I wanted to try to make one last big push for Xbox Live Indie Games. The community has come together in the past and done their best to promote the platform. There has been three promotions called the Indie Games Uprising that tried to showcase the best new XBLIGs. Unfortunately, the quality of those games was a mixed bag of some genuine gems to go with some unpolished, unfinished turds. The last Uprising was particularly devastating. Microsoft didn’t promote it until long after it had already ended, and when they finally did, the main game featured was Sententia. A well-meaning title that was almost universally recognized as being one of the most abysmal games the platform had seen. To have a game of its quality be the focus of an event designed to promote the best of XBLIGs only served to cement the unfair reputation XBLIG has of being nothing but low quality games that aren’t worth the average one dollar price tag.
I believed the reputation myself before I stated my blog. From the time XBLIG launched until the time that I started Indie Gamer Chick, I bought two games for it. Breath of Death VII was the first. I Made a Game with Zombies in It was the second. I enjoyed both, but attempts at finding more titles of their quality didn’t seem worth the effort. Mostly, I found a lot of demos of stuff that felt like they were developed over the course of a week, devoid of passion, and aimed at entertaining nobody. When I finally started my blog, it didn’t take me too long to find out that there are some really good games on the platform. But the sheer number of awful games drowns out the good.
Beyond that, XBLIG also got a reputation of being nothing but clones of popular games, particularly Minecraft. I’ve played the two most famous of those, Castleminer Z and FortressCraft. I didn’t like them, but I wasn’t really interested in Minecraft either. After playing them, I will say that they are quality games, if you’re into that sort of thing. But there are also a lot of similar games on the platform that weren’t as well produced as those two. At the same time, people would say things like “the top two Minecraft clones weren’t as good as Minecraft was.” Well, of course not (though I’ve heard from some Minecraft fans that actually prefer the XBLIG clones). But their popularity was directly tied to the fact that Minecraft wasn’t available on Xbox. Unfortunately, having clones top the sales charts unfairly painted the platform to look like it was only good for clones. Or if not clones, games featuring Avatars. Regardless of the quality of those games (admittedly, most games centered around Avatars are horrid, but not all of them), most regular gamers don’t like Avatars to begin with, and that turned them off the platform. Then you have non-gaming apps such as Rumble Massage, which is actually the #29 best-selling XBLIG of all-time as of this writing. When there are thousands of titles on the platform and an app that turns your controller into a vibrating dildo has sold better than 99.999% of them, people are just not going to associate that platform with quality video games.
Smooth Operators
So that is the handicap that myself, along with dozens of other advocates of XBLIG, have dealt with. I certainly wasn’t the first critic to focus on XBLIG. I’m just the most successful. But that success is only in comparison to other sites with an XBLIG focus. Your average moderately popular indie gaming site does multiples of what I do on my best day. It’s just plain hard to get gamers excited about good titles on Xbox Live Indie Games. It carries too much baggage. It’s also hard to get someone to take another look at something they’ve long since dismissed. That’s just human nature. In the case of XBLIG, most of what was wrong with it before is still problematic today, so anyone glancing would be likely to assume that nothing has changed. And they’re right, because nothing really has changed. That’s because there were very good games on the service all along. You just had to look closely to find them.
I had two ideas for trying to get a new audience exposed to XBLIG before the new consoles launched. The first was to do a bundle of PC ports for XBLIG. The problem with that was the odds on being able to get one off the ground were probably slim. Even good XBLIGs are a tough sell because of the stigma the brand carries. The other option was to do a massive giveaway of the best XBLIGs over the course of a single day. Well, you know how it played out.
Surprise! We Like Your Idea!
I sent an email off to the guys at Indie Royale sheepishly explaining my idea for a bundle centered around Xbox Live Indie Games. I couldn’t pitch them on the merits of sales potential, because there is no denying that the whole idea was a long shot at best. Thus, I did exactly what I advise people not to do when seeking investments from venture capitalists, or crowd funding, or angel investors: I pitched to them from the heart. I explained to them how the XBLIG/XNA community “adopted” me and what they’ve meant to my life. I was frank about why XBLIG’s reputation was fair, but the fogging effect it created caused the majority of gamers to miss out on some of the best indies of this generation. Finally, I basically said that these developers deserve a break, and that exposure on Indie Royale would not just benefit those with games in the bundle, but could open up the doors for greater recognition for the hundreds of talented developers whose games have sat unloved on XBLIG.
Little Racers STREET
Graeme, one of the main guys at Indie Royale, did respond to me. Which is awesome considering that I’m ultimately small potatoes on the indie scene. Not only did he respond, but I had caught his interest. We discussed the types of games I would include, and how we could set this apart from other bundles. Then, things went quiet for a while. So quiet that I was sure I got the blow off. So, I turned my attention to my alternative plan: a huge giveaway of the best PC ports for XBLIG. The idea was, the developers would have their games free for one day only: July 1, for Indie Gamer Chick’s Second Anniversary. After lining up over a dozen top-notch games, many of which I had planned to include in the bundle (plus other games that would be discounted), I thought I had organized a pretty good little event.
Then I heard back from Graeme. The Indie Gamer Chick Bundle was officially on. I just had to round up the games.
I changed my underwear and started contacting developers.
Rounding up Games
Your typical bundle usually has five games. The Indie Gamer Chick Bundle has eight. The reason for that is simple: I wanted gamers to get the best value for their money as possible. Many of these games sell for between $1 to $3 on Xbox Live right now, not to mention that some would have been featured on previous bundles. But most importantly, I wanted people to see that there is a huge variety of very good games on the platform that they had been missing out on.
If I could have, I would have included every single developer who wanted in. But that wasn’t an option. I’ve made tons of friends who develop XBLIGs since starting my site. I wish I could have included those I was closest with. But the concept of the bundle was that it was supposed to represent the tippy-top of XBLIG quality. After coming up with several variations, I ultimately decided to go off my leaderboard and pick the first eight games that were available in sequential order.
For those new to Indie Gamer Chick, the Leaderboard is a concept I adapted from BBC’s automotive show Top Gear. The idea I had was I would rank every game that I enjoyed in the exact order I would prefer to play them. The method is actually very simple. Whenever a new game receives my Seal of Approval, I start at the bottom of my list and ask myself if I would rather play the new game or the old one. If it’s the new one I prefer, I go up to the next game on the list. I do this until I reach an old game that I prefer over the new one. The new game is then placed below that title on the board. It’s been a fun idea that works really well. It’s interactive. My readers get to debate placement. It also gives developers something to aim for. Just having it made the selection process for this bundle pretty easy. Or so I thought.
Right off the bat, the #3 game on my site, We Are Cubes, was eliminated. It has no PC port, and there wasn’t enough time to get one up and running. The #2 ranked game, Gateways, was not available because the developer already had plans to be in an upcoming bundle. #9, Bleed, was only recently listed on Steam and the timing wasn’t right, but I have no doubt they’ll be in a future bundle. Games like Miner Dig Deep (#11) and Star Ninja (#13) also have no PC ports, while Cthulhu Saves the World (#12) has been in more bundles than I can count. That was cool, because everything in my Top-25 I would proudly stand by as the cream of the XBLIG crop.
But this was a bundle that was about the XBLIGs. So I considered putting some games that were well received by everyone but me in the bundle, with Apple Jack being the game that I felt would probably be the most well received. The problem there was Apple Jack isn’t out on PC yet. It will be soon, and for fans of punishers, you’ll probably like it a hell of a lot more than I did. I thought about including the most popular game on XBLIG that I’m incapable of playing due to my epilepsy: Score Rush by Xona Games. That wasn’t an option because they already had a bundle planned out. Finally, I almost went completely nepotism corrupt and including Aeternum by Brooks Bishop, who is one of my better friends I’ve made through Indie Gamer Chick, not to mention the man who designed my mascot. But that just plain wouldn’t have been right. His game was well received by fans of Bullet Hells, but I absolutely hated it. I get along with bullet hells about as well as I imagine Michael Vick will get along with Cerberus.
So my lineup was set. And then I lost Escape Goat. Unfortunately, the timing was wrong. He wanted in, but he had already committed to other bundles and deals and had to pull out. This was pretty devastating, because Escape Goat is the #1 ranked game on the Leaderboard. I consider it to be the best Xbox Live Indie Game ever made, and I’ve reviewed nearly 400 of them. I also lost Chompy Chomp Chomp, the #5 game on my board, which I consider to be the best party game of this entire gaming generation, indie or otherwise. I was counting on its inclusion because pure party games are quite rare in these kind of bundles, and I wanted it to set this bundle apart from the rest. The developers at Utopian World of Sandwiches were besides themselves when they had to drop out. They wanted in, but a miscommunication forced them out. That sucks. I still get a knot in my stomach thinking about it. Chompy Chomp Chomp is a game that didn’t sell extremely well on XBLIG, but it’s worth your time. Gather up your friends, because you’ll never have a better party for $1, I promise you.
So I went back to the list. Again, many games were just not options based on being too recently featured in other bundles. Penny Arcade Part 3 was out. DLC Quest was out. A couple of my favorite puzzlers, Pixel Blocked! and Aesop’s Garden had no PC ports. Thankfully, the vastly overlooked SpyLeaks was available. Finally, I went to Orbitron, one of my personal favorite games on XBLIG that, I admit, got a mixed-reception elsewhere. Though to be frank, I’m disappointed that ArcadeCraft, which was created by Orbitron developers Firebase Industries, had no PC port. This is thanks to its use of avatars as characters. Yea, ArcadeCraft ranks two spots below Orbitron on the Leaderboard, but there’s no questioning that is has a larger appeal. Seriously guys, get cracking on that PC port. No XBLIG screams “this would be a PC megahit” quite like ArcadeCraft does.
Orbitron: Revolution
The eight games confirmed for real, I had one last thing to do. I really did want to include as many developers as I could, but the problem was, the more games, the smaller the piece of the pie each would get. Indie Royale had never had a bundle with eight separate developers. The Indie Gamer Chick Bundle isn’t the largest in terms of total games, but it is the largest in terms of total developers. It also complicates things more from legal and logistical points of view. But I really wanted everyone who had earned my Seal of Approval and genuinely wanted in to have a shot at being in. The only way to do that was to ask if they wanted to simply donate their games to the bundle. A shit deal for them perhaps, but it was all I could do.
Guess what? As always, the XBLIG community stepped up, and I had volunteers. That mystery game? I’m not even sure what it is, but it will come from one of those games, and it will be a game off my Leaderboard. Incredible. Those who did step up are artists. They also have future projects that are coming very soon to both XBLIG and to PC, and they wanted to show that they’re here, they have talent, and you can trust that they can make good games.
Naming Your Bundle of Joy
When I started Indie Gamer Chick, it was totally on a whim. My boyfriend (along with my parents, coworkers, and the ghost of Jacob Marley) all said I needed a hobby. We were going through my Xbox hard drive and stumbled upon Breath of Death VII and I Made a Game With Zombies, the two XBLIGs I owned before starting my blog. Brian, like many gamers, had honestly never heard of XBLIGs. I had previously considered doing a movie related blog, but Brian suggested that I should do XBLIG reviews instead, since gaming was basically all I did with my free time. The name came about after just a couple of minutes of brain storming. I’m a fan of online movie reviews from sources like Red Letter Media and That Guy with the Glasses. TGWTG included the Nostalgia Chick, whose reviews I had come to enjoy quite a bit. So I thought, hey, Indie Gamer Chick. Done and done.
The name is good and catchy, but I didn’t stop to think about the negative aspects of it. Namely, the whole GURL GAMER thing. Besides the very rare joke, I’ve never played up the girl card here. It takes about five minutes worth of reading my blog to see that I’m not playing the “I’m quirky because I’m a girl and I play games” tit-shaking stereotype. So while the name might land curiosity seekers, I would hope my writing and coverage of games that don’t typically get a lot of attention would be the draw of my site. And for the most part, it is. In two years, the amount of times someone ripped me for having “Chick” in my site’s name was minimum. It was a non-factor, and I’m proud of that.
Chester
And then I attached a teaser to the bundle at the end of my review for Penny Arcade 4, and the response was overwhelmingly negative, but in silly ways. Maybe a bit mean-spirited, but mostly the jokes you would expect. Menstruation jokes. Boob jokes. Jokes about casual games that girls play, or games starring girls. That didn’t bother me so much. I mean, if I can’t take that shit (and obviously some people can’t, hence some recent controversies) I should crawl under my bed and never come out because that’s just how people talk. It’s dumb. It’s juvenile. But I’m a critic who liberally uses dick and fart jokes, so I can’t say anything against low brow humor.
The problem is, for the name of a gaming blog, Indie Gamer Chick is perfect. For the name of a bundle? I’ll admit, it’s not so perfect. First off, people unfamiliar with my site (which includes the whole world, give or take a couple thousand people) have no point of reference to why the bundle was called that. None of the games feature girls as the protagonist. Thus, the bundle might seem like Indie Royale was marketing directly to girls in a way that could be considered sexist. This at a time when gender-related tensions in gaming are at an all-time high. Granted, their site and their press release make it clear who Indie Gamer Chick is (raises hand) and that I hand-selected the games. Which is fine, if everyone reads it. They didn’t. The name “Indie Gamer Chick Bundle” appeared on Twitter and across message boards and people lost their shit over it. For most of those people, their anger/outrage was defused when they found out the context of the name. Others moved on to being pissed that my blog had the name “Chick” in it. The rule I guess being that girls that play games are not allowed to say they are girls. I’m not sure if the rule applies to other forms of entertainment. I’ll ask Lady Gaga is she gets shit for her stage name.
The second part is the whole girl gamer thing carries with it the jokes that are such layups that even Kwame Brown couldn’t blow it. “It’s Indie Gamer Chick so of course Bleed will be in the bundle.” Not only does that not bother me, but I laughed. I mean, they’re easy jokes for a reason. Because more than one person thinks of it. Not clever, but hey, funny. And there was no actual malice behind them. Yea, there were a few douchey comments, but the internet has a few douchey people. You know what? The internet is not made up mostly of assholes and misogynists. I know this because I spent two years working with the XBLIG community, which is made up almost entirely of men and they treated me amazing. By the way: making a random girl gamer joke doesn’t make a guy a misogynist or an asshole. Not every joke has malice behind it, and those with malice only seem more represented because they never.. shut.. up!
Should the bundle have been called something else? Maybe. My friend Matt played the devil’s advocate role as we tossed around the merits and detriments of having the bundle carry my name. He floated the idea that calling it the Indie Gamer Chick Bundle would take the attention away from the XBLIG concept. He wasn’t totally wrong about that. Of course, there was no name available that could hammer home that this was an XBLIG themed bundle. Legally, we couldn’t even call it the Xbox Live Indie Game Bundle. The alternative name considered was the XNA Showcase Bundle. XNA is the free gaming development tool set provided by Microsoft upon which all XBLIGs (and some spectacular Xbox Live Arcade games such as Bastion) were built with. XNA was recently discontinued by Microsoft, so having that name for the bundle as a final tribute made sense. Better sense than my friend George Clingerman, who got XNA tattooed on his arm. Though I believe he was merely pining to be Peter Moore’s heir at Microsoft when he did that. Probably while drunk.
Of course, XNA doesn’t mean a whole lot to people outside the development community. And, unlike indies, which will have some future on Xbox as a platform, XNA is done. People will still continue to use it to create PC games, and tools such as MonoGame could potentially lead to some games for next-gen platforms being started on XNA. But it won’t ever again be a major factor in indie development.
The Indie Gamer Chick Bundle was the name to go with. I know it works at catching attention. If I had to go back to July of 2011, the day I started the site, would I have called it something else? Perhaps CathyPlaysIndies.com or something like that? Again, maybe. If I had known I would eventually end up doing one of these bundles, I probably would have come up with something less controversial. I mean, who knew? I figured nobody would read me. But, I’m not ashamed of the name. I’m proud that Indie Gamer Chick has caught on. I’m proud that I am Indie Gamer Chick. I never thought I would catch on enough to be the recipient of backlash.
And it’s not just me, but the guys at Indie Royale who are getting it. Again, they’ve done everything they could to make it clear that the bundle was handpicked by me, but the name is all most people see, and they find the name sexist. I’m getting a small minority of gamers upset by being yet another female gamer who has to call attention to her gender. That was never my intention. I just thought the name sounded cool. It had a ring to it. Now the name is getting me labeled as an anti-feminist. It’s true that I don’t give a flying fuck about feminism. It’s 2013, and despite the best efforts of some politicians, I don’t feel like a second class citizen, nor have I ever. And yet, based purely on gender, I’m supposed to automatically side on every single point made by professional feminists like Anita Sarkeesian. Isn’t the whole idea that I must side with a professional feminist actually sexist in and of itself? So yea, I do regret that the name in the sense that it brings the gender debate (and all accompanying jokes) onto the table. It’s totally fair, because it’s the name I chose.
SpyLeaks
I’ve always thought what most set me apart from other bloggers and critics was my age and inexperience. I was about two weeks away from turning 22 when I started Indie Gamer Chick. I didn’t grow up with an Atari 2600 or an NES or even the 16-bit platforms. My first console was the original PlayStation. My average reader tends to be about ten years older than me. It’s having that totally different perspective that sets me apart. This is the first time I’ve really talked about the gender issue, but I sort of have to. Would I have gotten it regardless if I had named my blog Random Game Crap, which was seriously what I almost called it? Probably a little, but not as much. Thankfully, some of the people who were like “what the fuck is an Indie Gamer Chick” took the time to read my blog and realize that I’m not a stereotype.
And, of course, my review style sets me apart. I’m certainly not the only critic who is known for being harsh. It’s just that indies are typically spared from scorn. I admit. I knew almost nothing about the indie scene before starting Indie Gamer Chick. I had played indie games, mostly through promotions like Xbox’s Summer of Arcade, or various random PSN releases. But, when I went to check on reviews for Xbox Live Indie Games, there were slim pickings. And what little reviews I could find seemed like they were written by cheerleaders. Absolutely nothing negative discussed about the game. Just praise and positivity, as if the developer were a delicate flower who would wilt and die if anything resembling constructive feedback was spoken. Yea, fuck that. If I was going to do this thing, I would just say exactly what I thought. And that’s what I did.
It’s exactly what quality developers want. I mean, they want to get positive reviews, but they want to earn them. They’re meaningless if they’re handed out like candy to trick-or-treaters. Indie developers desire to improve, and the only way they can do that is through honest feedback. And honest feedback is something they couldn’t count on from friends or family or fellow developers. They should have been able to count on it from critics, but the critics failed to actually criticize anything. When the XBLIG community finally discovered my blog, they were briefly mortified by my review style. But community leaders embraced me and my style. Now, developers use my reviews to help them improve. They aspire to be better. To be what they use as a guidepost for improvement is pretty much the greatest thing I’ve ever accomplished. It’s especially touching because they’re the ones with the real talent. I’m just someone who plays games. But they treat me special, and that feels amazing.
Let’s Do Launch
The Indie Gamer Chick Bundle launched yesterday. The response across message boards was generally negative, I admit. But, aside from a handful of people who just plain loath the idea of my name, most of the feedback is centered around game selection. It’s not that the games are bad. The consensus seems to be that these are good games. It’s that there’s too many repeats from previous bundles, or that only one of the games (Dead Pixels) has Steam keys as an option. These criticisms are absolutely fair and anyone who says otherwise is just plain wrong.
Centering a bundle around XBLIGs doesn’t exactly give one the widest range of game selection. There are a lot of solid titles, but stuff I felt worked as a proper showcase for the platform that was available and not completely over-bundled limited my choices. Do I regret not getting Escape Goat? Sure. Am I ashamed that my bundle instead has SpyLeaks? Absolutely not. It’s a wonderful game. I wouldn’t have settled for a selection that wasn’t representative of the best of what XBLIG has to offer. I’m proud that I got to present these eight games to a community that might have overlooked them.
I do admit, not having Steam be an option for seven out of the eight games does suck. Not having Mac as an option for any of the games sucks too. Part of that is that games developed on XNA are tougher to transition to Mac, not to mention costly. You have to remember, with the exception of Dead Pixels (which would qualify as a modest hit), none of these titles were best sellers, and getting the games on Mac could very well have been cost prohibitive. As far as Steam, it again comes down to these games not having the biggest following, and the Greenlight process being slow. Four of the games are going through Greenlight now, and if you enjoyed playing them, give them your vote please. They’ve earned it.
Antipole
So who was this bundle aimed at? I really wanted this to reach gamers who ignored XBLIG, or long since dismissed it. I wanted to show that this is what XBLIG was capable of. One gentlemen offered the following feedback: “I haven’t heard of any of these games.” He meant that as a negative. I was thinking “wait, if you’ve never heard of them, isn’t this exactly the kind of bundle you should be looking at Indie Royale for?” Most XBLIGs have no name recognition. That doesn’t mean they have no value to you as a gamer. If ever there was a platform that should have thrived on sleeper hits, it would be Xbox Live Indie Games.
I think the bundle is probably being better received in terms of sales than people expected from an XBLIG-themed bundle selected by a nobody critic. Is it going to break sales records? Probably not. But is it succeeding at exposing a new group of gamers to XBLIG? Thankfully, the answer to that is yes. People are using my Leaderboard to discover some great games that flew under the radar. That a wonderful market full of hidden gems was right there on their Xbox all along. Even if it only creates a handful of new XBLIG fans, it’s still totally worth it.
It’s ironic that Microsoft announced their plans for self-publishing on Xbox One the same day that my bundle launched. The same bundle I wanted to use to create new fans for my beloved XBLIG. The term “better late than never” comes to mind. That applies to new customers for XBLIG as well. And even for those who think the Indie Gamer Chick Bundle stinks, I hope you will at least tip your hat to this development community, because they will factor into your future in gaming. With their amount of talent, crossing paths with them will be unavoidable. If you have an Xbox and you haven’t checked out the indie channel in quite some time, if not ever, I truly hope you fire it up. You have no idea what you’ve been missing. It’s not perfect, and many of its games downright suck. But the good stuff? The really good stuff? It’s there, and when you find it, it will make your day.
If I pulled out a gun and shot myself right now, then reincarnated, I’m pretty sure I would be running in my new body faster than I would as my Xbox Avatar if I just stayed alive and kept trying at Avatar Physics: Running. Based on the popular (and free, and slightly less impossible) flash-based game QWOP, Running is a simple 100 meter dash, only you have to manually work the legs of your avatar to get there. Of course, doing so is complicated in a way that makes the Impossible Game look like a preschool admission test. After over thirty minutes of playing, the furthest I had made it was a little over two meters past the starting line. Mostly, my character just stiffened up and fell down, like she had simultaneously suffered a stroke while catching a glimpse of Medusa. Take a look at this video from my amigo Splazer Productions.
Splazer did better than I did. Hell, I typically ran further backwards than I did forwards. The only value Avatar Physics: Running has is bemusement at your own failures. This is obviously meant to be the primary draw of the game, as evidenced by the one and only marketplace picture featuring an avatar that has cocked things up about as bad as you can. The problem is, laughing at how hard this game is only lasts about, oh, two minutes. After that, it’s just frustration and tedium. I’m certain someone out there can finish the full 100 meters. I’m also certain someone out there knows where Jimmy Hoffa is buried. It doesn’t make him any less dead.
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