• Mar : 24 : 2014 - Indie Wonderland: Iron Brigade
  • Mar : 17 : 2014 - Indie Wonderland: Megabyte Punch
  • Mar : 10 : 2014 - Indie Wonderland: Tetrobot and Co.
  • Mar : 5 : 2014 - Indie Wonderland: Petz Catz 2
  • Feb : 24 : 2014 - Indie Wonderland: rymdkapsel

Archive for the ‘Slider’ Category

In this week’s Indie Wonderland, I review Iron Brigade. What are Monovisions? Is listening to the Broadcast wise? And did I really pour myself whisky while writing out of respect for this game’s sheer manliness? Read all about it over at Ninja Blues.

In this week’s Indie Wonderland, I review Megabyte Punch. How many puns were harmed in the making of this game? And are punches even *involved*? Read all about it over at Ninja Blues.

In this week’s Indie Wonderland, I look at Tetrobot and Co.. What’s a Tetrobot? What’s a Co? And why the period in the title? Read all about it over at Ninja Blues.

In this week’s Indie Wonderland, I look at Petz Catz 2. Why, oh why do I play this game? And is it good, I guess? I think we both know the answer to that last one, but if you want to be sure — and if you want to watch this trainwreck up close — read all about it over at Ninja Blues.

In this week’s Indie Wonderland, I look at rymdkapsel. What is a rymdkapsel? And why would I think it means ‘space haircut’? Read all about it over at Ninja Blues.

In this week’s Indie Wonderland, I look at Octodad: Dadliest Catch. Does anyone suspect a thing? Read all about it over at Ninja Blues.

Risk of Rain. Kind of a weird game name, don’t you think? Or maybe I just think that because I’m Dutch. After all, we don’t really understand the concept of ‘risk of rain’. Had this game been developed by a Dutch studio, it would have been called Absolute Goddamn Certainty Of Rain At Exactly The Most Inopportune Moment.

But Risk of Rain wasn’t developed by a Dutch studio: it was created by two-man team Hopoo Games and published by none other than Chucklefish, who, so hot on the heels of my Starbound review hold the semi-prestigious honour of Studio Referenced Most Often In The Shortest Amount Of Time. But don’t worry about any overlap between the two reviews! After all, Starbound is a 2D action-platformer about one or multiple intrepid space travelers exploring a large variety of procedurally generated pixelated worlds, fighting off semi-random monsters and powerful bosses to retrieve items and increase in power while attempting to unravel the mysteries of their surroundings. Whereas Risk of Rain is…

Oh.

(Spoiler levels: Narrative, low-ish. Mechanical, fairly high.)

After the break: Risk of Rain, a game that’s nothing like Starbound unless you get real creative in your description.

Okay, okay, no joke this time: The Banner Saga‘s impact notwithstanding, the real major Kickstarter impact I was alluding to last week is obviously the long-awaited release of Double Fine’s Broken Age, to those who backed the Kickstarter that launched a thousand ships. Or, rather, its partial release: Broken Age as-is is considered ‘Act 1′, with the concluding ‘Act 2′ finding its way to computers near you “later this year“.

While Broken Age’s release was obviously a Big Thing, capitalization non-optional, I opted to give precedence to The Banner Saga for a couple of reasons. First, there was that business with the reviewing embargo that accompanied Broken Age’s initial launch. While I know it was lifted fairly soon after, the whole thing left a rather sour taste in my mouth… plus, by the time it was officially lifted, I’d already started doing the preliminaries for The Banner Saga anyway.

Second, notice that I said Broken Age was released to Kickstarter backers. At time of writing, the game is still off-limits to regular prospective customers: stores don’t open for those lacking Double Fine faith until January 28th. And while I understand the value of advance reviews, postponing a column on a game that people could actually buy immediately for one they’d have to wait another week for felt a little weird to me. Not to mention that this way, this column and Broken Age’s unlock date sync up rather well. I can even start pretending I timed it like that on purpose!

And third… well, third is that Broken Age is an adventure game. That classic genre of games that I can’t really review the way I like to review games, because giving a brief overview of the first half hour of gameplay effectively ruins the first half hour of gameplay. Which, in a game as relatively short as Broken Age — I clocked about five hours for the whole thing — is a fairly significant spoiling ratio.

I’m still writing about it, obviously. But as before, expect a shorter, more mood-and-experience-focused Indie Wonderland after the break.

After the break: a shorter, more mood-and-experience-focused Indie Wonderland.

Pop quiz, hot shot: if I tell you that this week’s Indie Wonderland is about a fairly high-profile Kickstarter game that’s finally come home to roost — and assuming you haven’t already seen the title or the featured image, both of which kind of give the answer away immediately — which game would you guess I’m talking about? Yeah, that’s right: clearly, the single most influential name in Kickstarter gaming as of right now is Stoic Studio‘s The Banner Saga, their purportedly epic turn-based tale of giants and Vikings and pretty, pretty artwork.

We’re all on the same page here, right? I mean, I wouldn’t even know how to break an age. Do you just… tear a calendar in half, or something? Is that how it goes?

(Spoiler levels: Narrative, low. Mechanical, fairly high.)

After the break: Vikings and giants and robots, oh my! Also, satisfying combat meets unsatisfying caravaneering.

Another year, another Kickstarter that delivers: GhostControl Inc., by developer Bumblebee Games, has deigned to see the light of day. Pitched as a blend between classic X-COM and Ghostbusters, I backed it because it was pitched as a blend between classic X-COM and Ghostbusters. I mean, doi hoi.

GhostControl Inc. has actually been in development rather briefly, with the Kickstarter dating back only to July last year. This wasn’t particularly surprising: with such a modest funding goal, and with gameplay demonstrations that felt as functional as they did, as early as they did… I actually had a chance to play an early build at Gamescom 2013 (and leave my name on the Indie Table) which felt pretty decently developed for a game only two months out of Kickstarter. Point is: while only six months of development from Kickstarter to completion seems short — and it is — I could see it work for GhostControl Inc.. Whether or not it’s actually worked, however, is something I hope to find out in the next couple of thousand words.

(Spoiler levels: Narrative, not a whole lot. Mechanical, pretty much completely.)

After the break: I ain’t afraid of no ghost! I am afraid, however, that GhostControl Inc. might not live up to its potential.

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