• Mar : 24 : 2014 - Indie Wonderland: Iron Brigade
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  • Mar : 10 : 2014 - Indie Wonderland: Tetrobot and Co.
  • Mar : 5 : 2014 - Indie Wonderland: Petz Catz 2
  • Feb : 24 : 2014 - Indie Wonderland: rymdkapsel

Archive for November, 2011

Heya folks. Thought I’d try something different for this week: instead of doing one long-form review for a single indie game, I’m going to take a short, bare-bones-first-impressions look at three somewhat smaller games instead. One of these is a full game that just happens to be free, while the other two are respectively a demo and a beta version. None of these games have (yet) given me enough material for a full-fledged review, so instead, I’m cobbling the three experiences together to produce something that will hopefully be like a review chimera, but will more likely end up a review Frankenstein’s monster instead.

Well, that’s positive. Let’s hope the reviews themselves are less gloomy.

Heya folks, Jarenth here. I’m sorry to tell you that this week’s Review Corner (featuring Skyrim, because what else) will be delayed for a few days due to logistical difficulties. And before you say it, no, that does not mean we all played Skyrim all day instead of writing about it. So, kindly stop thinking that.

We’re trying to have something Skyrim-related up and running around the weekend. Stay tuned.

Categories: Uncategorized

Mainly thanks to the pioneering gents at Rock Paper Shotgun, I’ve been exposed to some news about To The Moon, a creation of Freebird Games. Not much news, mind, because those same gents warned me the play the game first and read about it second, a warning I’m all but happy to take. But from what I did read, it’s supposed to be an emotionally charged, story-focused, SNES-era sprite-style adventure game. There’s literally nothing in that description I don’t like, so my playing it was a pretty foregone conclusion. It’s gotten some high praise; I hope it’ll be deserved.

But did this game make me cry? The answer to this question is somewhere in this review.

What most of you know (If you play fifa and not read these posts because you are slacking at work and have read everything else)(Jarenth!) is that you can bring more speed intro your dribbles by pushing the trickstick(The right analog stick) into the direction you are running. Doing this will let your player pass the ball into the space in front of hem giving him more running time off the ball and running time off the ball enables more speed but especially acceleration than running time on the ball.
Read what most of you do not know here.

If you’ve been on the Internet at all this week, or even this month, you’ll be aware that Skyrim was released six days ago. And being the fine gaming connoisseurs that we here at Blue Screen of Awesome are, we continue our proud tradition of obsolescence by not talking about it during this time frame. No, Skyrim will have to wait until next week, a time at which everything that can ever be said about it will have circled the Internet a hundred times over; this week, we look at Payday: the Heist.

Was this a worthwhile choice, however? Read the reviews to find out why it wasn’t.

Categories: Review Corner, Slider

I hinted at this last week, and this week I deliver: Sequence, the rhythm-game RPG by Iridium Studios. I’ve been intrigued by this game ever since I first spotted it, but I’ve deliberately held off on reading anything about it. Because, as I’ve mentioned earlier, I feel that going into a game completely sight-unseen is a much too rare treat these days.

Let’s get cracking, shall we?

Left, left, up, right, left, down, down-left, dow-FUCK, that was a down-right. Damnit. You might as well click here to read more.

Take it from a man who just lost 5 games in a row and got relegated just before punching a hole in his tv.


In the coming posts I will describe the various ways of crossing the ball into the penalty box. The focus will be on explaining when to use which crossing technique.

First of all there are essentially 4 kinds of crosses.

  1. The low cross, which can be read about in my previous post
  2. The regular cross
  3. The early cross
  4. The ground cross

In this post I will describe the most basic cross, the regular cross.

The actual lesson is after the break. Hope that doesn’t make you… cross.

This week, we here at Blue Screen of Awesome decided to play and review Sanctum. Now, you might be tempted to point out that Sanctum has been available since April 15th this year, and that talking about it after all this time is probably not going to raise many an eyebrow. You’d be right, too, if it wasn’t for the fact that Sanctum has started an almost aggressive marketing campaign recently. It’s had full-page ads over at Rock Paper Shotgun for a few weeks, it’s had a free-to-play weekend on Steam just last weekend, and, most importantly, it was included in the Indie Royale bundle Jarenth talked about a little while back. With all this marketing effort, it was clear somebody wanted us to play Sanctum. And so, we obliged.

But was this ad barrage designed to tell more people about a good game, or to lure more people to a terrible one? It’s the first, but keep reading anyway.

Categories: Review Corner, Slider

I initially had some trouble deciding what to play this week: it was a tossup between DDR-styled RPG Sequence, or Serious Sam: The Random Encounter. That is to say, it was a hard decision, until I found out that The Random Encounter has been developed by Dutch indie developer Vlambeer. This immediately made two things clear to me:

  • These people have developed a Serious Sam game.
  • These people are, at any time, an at max four hour drive removed from my house.

So now I’m reviewing The Random Encounter! Sorry, Sequence developer Iridium Studios: I’m pretty sure I’ll have a review for Sequence up before you’ve booked a plane ticket, though.

Anyway, Serious Sam. What’s this game all about?

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