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Button Mash talks to Dejobaan’s Ichiro Lambe

Dejobaan Games are the incredibly talented guys behind such titles as AaaaaAAaaaAAAaaAAAAaAAAAA!!! A Reckless Disregard for Gravity and The Wonderful End of the World. Today, Dejobaan’s intrepid leader Ichiro Lambe talks to us about the life of an indie developer, amongst other things.

Button Mash: I know as indie developers you all work 30 hour days, but on the off-chance you do get some downtime what games do you like to play to unwind?

Ichiro Lambe: Yesterday, my fiancée and I had a small dinner party with a few local game developers. We ate shabu shabu, drank wine, and talked about normal human things briefly, before descending into industry talk. Because that’s what we live for. Always. Forever.

But: I like experimenting with mixing drinks; Leo (my biz guy) and I co-own a garden; and I like to go out dancing. I used to salsa dance, in particular, but I think those days are behind me. Alas!

BM: What’s your all-time favourite game?

IL: Katamari Damacy. It’s joyous. It drips with character. It’s fun alone, or with other people. And you can be a spectator and still enjoy it. Plus, the title song:  http://www.youtube.com/watch?v=WwyfeksaeG8

I mean, that’s the most joyous song I know. Also, your father starts out saying things like, “We can believe in you for 8 minutes”:  http://www.youtube.com/watch?v=WwyfeksaeG8

Jesus. Japan is insane.

BM: Your games frequently feature rather offbeat humour, do you have any notable influences or things that inspire your work?

IL: My father once said to me, “Son, in a larger sense, we can not dedicate — we can not consecrate — we can not hallow — this ground. The brave men, living and dead, who struggled here, have consecrated it, far above our poor power to add or detract. The world will little note, nor long remember what we say here, but it can never forget what they did here. It is for us the living, rather, to be dedicated here to the unfinished work which they who fought here have thus far so nobly advanced. It is rather for us to be here dedicated to the great task remaining before us — that from these honored dead we take increased devotion to that cause for which they gave the last full measure of devotion — that we here highly resolve that these dead shall not have died in vain — that this nation, under God, shall have a new birth of freedom — and that government of the people, by the people, for the people, shall not perish from the earth.” I have lived by those words for decades.

BM: What was your favourite indie title featured at PAX East?

IL: Och! Our own Drunken Robot Pornography. But if you’re going to twist my arm and make me pick someone else’s, I’ll say that it’s Retro/Grade, in part because of Matt Gilgenbach’s heart-wrenching story behind it. The man is both insane and awesome, and probably spends 80 hours a week on it, working his fingers to nubs, and his nubs to dust. He uses genetic algorithms to optimize the shaders, for God’s sakes. As a developer, I love games as much for what goes into them as what comes out.

BM: What titles that people probably don’t know about should we look out for this year?

IL: Och! Our own Drunken Robot Pornograpwaaaaaaait a second, you’re not going to get me twice, Mister Biggin. Fine. A Valley Without Wind, by Arcen Games (http://www.arcengames.com/w/index.php/games/avww-features), is juuust now starting to get press. Kotaku said this:

“Well, it’s a platformer. I mean, it’s not, it’s a roguelike. But totally a platformer. Really, it’s a dungeon-crawler. It exists for exploration. Well, no, for upgrades. Actually, it’s kind of an adventure game. Also there’s mining. With magic. And I think I can build a town.”

I mean, seriously? That’s awesome. I also just like the guys I met at Arcen, and would love to see ’em make miiiiiiiiiillions of dollars with this one.

BM: Do you have any advice for aspiring developers starting out in the game industry?

IL: 1. Meet as many other game developers as you can, and talk to them regularly. There’s no force more uplifting than a group of like-minded devs who say, “You can do it. Now, get off your ass and do it.”

2. Actually do something. Tiny. No, smaller than that. Get something done in a week. It can be ugly, but it needs to be finished.

3. Put that tiny thing out there, and get people to beat on it. Then repeat from step 1.

BM: And finally, do you think you could defeat Valve’s Gabe Newell in a game of chess?

IL: Yes, but I would want the rules to allow us to cheat. So, for example, I’d see if another Valvite would be willing to fake a code emergency (“Our pointers are null reffing! We need garbage collection in here, STAT!”), and while Gabe was gone, I would swap out the pieces with live baby mice.

PAX East 2012: Indie Round-up Part 3

There’s an important aspect of PAX I haven’t covered. PAX East played host to the Boston Indie Showcase. There are a number of events and awards aimed at promoting indie development but few are designed to highlight work on mobile devices. All the titles in the Indie Showcase are playable on tablets or smartphones.

First up was Lunar Enigma with Lawnmower Challenge. This game sees you attempt to mow lawns in as few moves as possible whilst also solving a variety of locked door puzzles designed to hinder your progress. It draws on inspiration from old games like Chip’s Challenge and if you liked that you’ll probably like Lawnmower Challenge.

Bad Pilcrow showed us Not Without You, a puzzle game wherein you must help some adorable creatures known as Hesperides Pilcrus escape from a lab. The catch is that they will not leave any of their others behind. They all move in unison, so if you press left they will all move one space left, unless there is an obstacle blocking the way, and the objective being to use this mechanic to navigate them all to different escape points together. It’s not an entirely original puzzle mechanic – I’m certain I’ve played it before (though where, I couldn’t tell you) – but definitely not one that’s ever been explored in depth. The game’s visual style is very basic at this stage, but hopefully some more polish before release will see this resolved.

Vlambeer produced Super Crate Box. I’ll start by saying I hate this game. It’s not a bad game, it’s actually very well made. It’s not an ugly game, it’s got a nice pixel art style going on. It is just singly the most frustrating thing I’ve ever played, though. On a single fixed map, akin to the original Mario Bros game, your objective is to collect crates, as many as possible. For each one you pick up another will appear. Each contains a different weapon ranging from rocket launchers and miniguns to katanas and pistols, and with each one you pick up you’ll immediately discard your previous weapon, like it or not. A continual stream of enemies flows down from the top of the level to thwart your crate-gathering. It’s brutally hard and you need to be able to adapt to whatever new weapons you pick up on the fly. The dev set a simple challenge to players to score 10 points. Most people failed to even manage that. I scored 9. What is a pretty cool simple concept is ruined for me by the fact that it’s not fun to play. I know some people enjoy bashing-your-head-against-a-brick-wall type gameplay, and this game is definitely for them, however I feel they could have reached a wider audience and made more of a success of it if it had been more accessible to the average gamer.

Popcannibal demoed their charming title Girls Like Robots, a romance, adventure, puzzle game about seating arrangements. Every character in the game is a puzzle piece to be placed as tiles on a board in such a way as to make them optimally happy. Girls, as the title suggests, like robots and are happy to be placed next to one. Girls dislike nerds but nerds like girls, robots, and edges. And so forth. Any excuse to arrange people in the name of furthering a story has been found by the devs. It has a beautiful art style, with all the characters being square tiles to place on the board and all assets being hand drawn by their artist, Luigi. It’s a simple, fun, quite novel puzzle game that should be well worth a look.

Kumobius was on hand with their title Bean’s Quest. A typical 2D platform game with a twist (isn’t there always?). The protagonist, Emilio, has been transformed into a jumping bean by an evil wizard. What this means in terms of gameplay is that Emilio will perpetually jump automatically. On paper, it sounds like a reasonably diverting title, but I feel some of the gameplay could stand to be tightened up. Emilio’s motion often feels sloppy and jumps which should be trivial to make often take several attempts. Graphically, the game is sound, with a bright colourful world that has seen a lot of attention. If the same attention to detail were spent on tuning the gameplay so that it flows better this could easily be an excellent title.

Finally Zach Gage’s title SpellTower; a hybrid of Tetris and Scrabble. You are provided with a grid of letters and must connect letters to make words. Tiles will also fall from the top of the screen and if they reach the top, you fail, naturally. It’s a very simple title, put together in 48 hours for a Game Jam, but it doesn’t need to be complex. If you enjoy word games, this is a nice little mobile game that’s just different enough to stand out from a hoard of scrabble clones.

Lawnmower Challenge is available now for iOS and Android. Super Crate Box and SpellTower are available now for iOS. Bean’s Quest is available now on iOS and for Windows/Mac via Desura. Not Without You and Girls Like Robots will be available later this year. They are all excellent titles in their own right and their places at PAX East were well earned. You’d be doing yourself a disservice not to at least have a look.

GLHF,

~Meroka

PAX East 2012: Indie Round-up Part 2

Okay, I’ve talked about the bigger boys at PAX East, but there’s a lot more to talk about. the Indie megabooth alone held 16 developers; some I had heard of, others new to me. I’ll start with the devs I already knew.

Capybara Games, responsible for the recent Might and Magic: Clash of Heroes on XBLA, DS and Steam. The newest title being showcased was Super Time Force. At first glance it looks like a standard side-scrolling shooter, like Metal Slug and so many others before it. The twist is that you’re facing a near insurmountable army. To aid you in your fight, each time you die, your next attempt will be accompanied by ghosts of every previous attempt. In this way you will gradually build up an army of your own to face down the enemy. While this sounds as though it would eventually make your own force overpowered and make finishing the game reasonably trivial, it is definitely an original concept.

Owlchemy Labs (whose Smuggle Truck I reviewed in my last article) appeared dressed in splendid lumberjack shirts to promote their new title, Jack Lumber. The entertaining game concept being that the titular Jack’s grandmother is tragically killed by a falling sapling and so Jack sets out to exact his revenge on all the trees in the forest. This is done by blasting them up into the air and then chopping them up while airborne. The game draws quite obviously from games like Fruit Ninja but is different enough to stand out as something different. The fact that it’s got a good sense of humour is just a nice bonus.

Ska Studios, known for I Made a Game With Zombies In It, showed off Charlie Murder. A game featuring a punk band who go forth to beat up other evil bands in a side scrolling beat-em-up. Yeah, so that sounds kinda familiar. As chance would have it, it’s an unfortunate coincidence, and Ska have been working on this since before Scott Pilgrim was announced. Unfortunately I feel like a lot of people could easily label it a rip-off out of hand and hurt them somewhat, but I think if you like Scott Pilgrim the game, you should have a look at this, too.

Carbon Games had a double booth space set up to show off AirMech. A free-to-play DOTA-like (or MOBA or Action-RTS or whatever we’ve agreed the genre is called these days) that will run in your browser. It’s currently playable in an alpha state in the Chrome web store. A reasonably diverting title, you play a transformer leading your army against the armies of other transformers. In mech form you can walk around on land and shoot everything up, and at the press of a button convert into a jet allowing you to ferry units around and making you immune to damage from most land units but also rendering you unable to fight same land units. The unit transportation brings it much closer to a traditional RTS than many DOTA games. For a game labelled as being in alpha it’s incredibly complete and being free-to-play there’s no reason really to not at least take it for a spin.

Rockin’ Android, a team notable for their work on localising Japanese indie games, while showing off a now respectable library of titles also had on hand Bunny Must Die: Chelsea and the 7 Devils, a cute anime-style Metroidvania title with time manipulation mechanics. While the game is pretty solid it suffers from a poor control scheme. A problem common to a lot of Japanese titles, it stems from the fact that Japanese and Western titles have fundamentally different base control schemes. Western titles typically use WASD to move with Q, E, R and F as common action buttons. Japanese titles tend to use arrow keys to move with ZXCV as actions. This translates equally poorly to a gamepad. After speaking to the developer, he explained that while he hadn’t considered it a problem, he would proceed to add both Japanese and Western control schemes as an option to players from both audiences. I have to say I’m pleased by how receptive he was to player input, something that’s always nice to see in a developer.

Now onto more surreal stuff. 24 Caret Games showed off Retrograde, coming to PSN. The world’s first game played entirely backwards. The game begins at level 10 with you defeating the final boss and the credits roll. However, killing the boss damages the space-time continuum and you must play the game backwards to repair the damage you have wrought. It’s a cross between a scrolling shooter and a rhythm game and is best played on a guitar controller. You stand in the path of bullets coming from enemies (because you already fired them) and press fire when they reach your gun barrel, whilst also dodging the bullets coming past from behind you (because you already dodged them). A thoroughly confusing game, it should be well worth checking out.

Kairo by Richard Perrin is an exploration game. A minimalistic style in a world of geometric shapes you can move around and jump and little else. The more you explore your surreal world the more you will uncover, puzzles along the way leading you further into this mystery. The demo I tried felt a little vague, with no real direction, incentive or narrative to guide you through, though I was assured it gains more of a narrative later on.

Marc ten Bosch (I’m still not sure if that’s just a person or a studio) showed off Miekagure, a 4-dimensional game. To clarify, that’s not 4D as in three spatial dimensions and time, or whatever marketing types are trying to tell you is “3D plus one better” these days, that’s four spatial dimensions. As in tesseracts. Hypercubes. The old analogy goes that a 3D creature viewing a 2D world could appear to teleport to a 2D creature by using dimensions the 2D creature can’t see. The same applies here, you can only view three of the four dimensions at a time allowing for 4 different perspectives of reality. You can change to any three dimensions you want at will and changing items in one version of reality will affect (presumably) two of the others allowing for some fiendishly clever puzzles. Honestly, watching people try to play confused the hell out of me. Maybe it’s more intuitive when you get into it yourself, but I suspect it’s a title for the more intellectual gamer.

Finally, Antichamber by Demruth. It’s going to be very difficult to describe this using mere words, but such is my task. Anticahmber is a first-person game designed to challenge the way you think about absolutely everything. The first half hour of gameplay is set up to force you to unlearn everything you know about games. You may solve a puzzle and then find yourself immediately thwarted by a similar looking puzzle that is fundamentally different. If you try retracing your steps you’ll often find yourself somewhere entirely else. Coupled with an incredibly striking visual style this game has already won countless awards and deservedly so. If there’s one indie game to watch this year, this is it.

There was so much else there that deserves recognition. PAX East was jam-packed full of so much talent, but unfortunately I can’t cover everything or this would never end. A bonus shout to Snapshot, Vessel, Skulls of the Shogun, Bit.Trip Runner 2, Monaco, and BattleBlock Theater. All well worth your time checking out.

I’ll finish the PAX East round-up tomorrow with the Boston Indie Showcase. Six up and coming mobile games from some excellent aspiring developers.

GLHF,

~Meroka

PAX East 2012: Indie Round-up Part 1


PAX East 2012 was my first PAX. First real gaming convention at all, in fact. There was plenty to see and do. All the big releases this year were on show: Borderlands 2, Bioshock Infinite, Assassin’s Creed 3, Far Cry 3 and plenty more. More importantly from my perspective though, there was a fantastic indie presence. 16 independent developers all got booths in an area together and, in a wonderful spirit of cooperation, banded together as a megabooth. parked right next door to them was the Boston Indie Showcase, a celebration of some of the best upcoming mobile games. So without further ado, let’s plunge into a world of games you might not have heard of.

I’ll start off focusing on the big boys. Well big-ish, I suppose. Dejobaan Games was pretty much my first stop at PAX East. BM readers might have spotted my playing with the Titan Builder a little while back, and I’m pleased to say Drunken Robot Pornography is shaping up beautifully. The playable version of the game on offer featured the same fast shooting, jetpacking, titan-smashing gameplay as the builder but instead offered a sequence of 12 predesigned titans, scaling in size and difficulty with a high score board at the end for me to top. It’s looking very bright and vibrant and it’s a hell of a lot of fun to play. This is after a mere 3 months of development so it should be something pretty special when it’s done. Ugly Baby, sadly was dropped from the show at last minute and didn’t make an appearance, but for everyone who’s been patiently waiting since Valve’s Potato Pack (and even earlier for some), updates are very close.

Uber Entertainment, responsible for the Monday Night Combat series had a large area showcasing the latest updates to Super Monday Night Combat. 20 PCs networked allowed for two LAN matches running at any given time, tournaments ran throughout the day, prominent community members were on hand to talk people through the game and dole out tips to newcomers, and plenty of swag was freely available. Oh, and a man in a sickly yellow suit and bad toupee was on hand all three days to run commentary. He was no Mickey Cantor, but still very entertaining. I’ve logged 40 hours in the invitational beta, I’m biased; I’ll tell anyone it’s a good game. More objectively though, I heard a lot of positive feedback from newbies and even from people who had no idea what DOTA games were, so I’m sure they’ll have picked up plenty of fans from the experience.

Robot Games also grabbed a decent sized spot to showcase Orcs Must Die 2. Looking very similar to its predecessor, the most notable change is that of the protagonist’s new female companion. She’ll feature more magical attacks than her traditionally brute force partner allowing for debuffing and tactical gameplay. Basically though, it’s more of the same, but you can play it with a friend. When all is said and done, I’d always much rather have something new to play with than more of the same, but Orcs Must Die is an excellent game so I won’t complain too loudly about another chance to gratuitously butcher bad guys again this summer.

Supergiant, of Bastion fame made an appearance, sadly with nothing new to see. The very first playable prototype of the game was made available to play, from a mere 1 month into the game’s development. A world of place-holder graphics and poor mechanics, Bastion has come a very long way from its starting point, something we can all be thankful for. Although there’s nothing solid to mention at this point, Greg Kasavin, design lead, assured me that the team is keen to begin work on something new, and that whatever they create will live up to the high standards set by Bastion. That’s something well worth keeping an eye on in the future.

Zeboyd Games had a prominent booth, being the guys behind the resurrected Penny Arcade’s On the Rain-Slick Precipice Of Darkness series. Fans may remember some years back Hothead games dropped the series claiming it was unprofitable, choosing instead to work on the Deathspank games. While I can’t deny the Deathspank games have been successful, probably far more so than OtRSPoD  Episode Two, I for one still mourned the loss of a great series. Mercifully, Zeboyd, notable for such offbeat RPGs as Cthulhu Saves The World, have picked up where Hothead left off and have chosen to take it down an entirely different path. Episode Three resumes the story one month after the events of Two, but this time in a retro 16-bit RPG format, similar to Zeboyd’s other titles. Speaking to the developers, they say they hope the new style will attract a new audience and that they aim to make it easily accessible to newcomers who have never played the first two chapters. After sampling the demo on offer, the dialogue had me in stitches right from the very start and the game should shape up to be a must-play on that point alone.

That about wraps it up for PAX East’s more prominent indie titles. I’ll cover some of the littler guys tomorrow, so stay tuned.

GLHF,

~Meroka

World of Goo and Smuggle Truck (Android double review)

Yeah, I bought a new Android phone. And that naturally means checking out a wealth of new games. World of Goo is one. I’ve played it on PC before but never did finish it. And the Humble Bundle guys recently did another lot of Android games so I’ve grabbed Smuggle Truck (also available in an Apple-friendly fuzzy ‘Snuggle Truck’ format) too.

So let’s start with the older title, World of Goo by 2D Boy. I realise I’m over 3 years late to the party here, but it’s new to me and I get to pick what I write about so tough luck. World of Goo is an adorable physics-based puzzle game set in a slightly dystopian world. A planet seemingly run by the massive World of Goo Corporation and inhabited by hundreds of cute goo balls, the goal is to build your way towards, over, around, and through increasingly elaborate obstacles to reach a pipe serving as an exit point in each level. For what purpose? Because the goo balls are curious where all the pipes lead, seems to largely be the justification.

Where are they building to? It must be somewhere good.

The majority of the goo balls have the ability to attach themselves to neighbouring ones allowing you to build structures from them. Each connection has a limited amount of strength and flexibility though, so build too high or too far and you’ll find your construct swaying, or toppling and if you really overdo it, snapping apart. You’ll soon meet different coloured goo balls too which have different properties. Green ones are plantlike and can be detached and reused to build further. Pink ones will inflate like balloons and pull upwards. Clear ones will only ever attach to one neighbour and hang like drool. Red ones are flammable. They all combine to make some really interesting puzzles, many of which will leave you frustrated, but that only serves to make victory sweeter. If ever anything proves just too hard to do though, the option to skip any level is always available. There’s no purchasing skips through microtransactions or earning them through performing well (as many other mobile games seem to offer), if it’s too hard, no worries, just move on. That makes it extremely accessible to anyone.

Kids, never fly kites on cliffsides.

As if the excellent gameplay wasn’t enough, the game has a wonderfully simplistic cutesy style to it that I challenge anyone not to find endearing. Underneath the saccharine coating though, the game has a very dark sense of humour. One notable level being a beauty contest in which the unattractive goo balls must be ground up in order to fill a spike pit so that the attractive goo ball may cross it unharmed.

At £3, World of Goo is excellent value for the entertainment I have gotten from it. My only lament is that there isn’t more of it. You won’t often hear me advocating sequels but I would jump on more World of Goo in a heartbeat.

World of Goo is available on Android, iTunes, Steam, Wii, Desura, GFWL and cross-platform direct from 2D Boy.

 

Controversial!

And so we move onto our second feature: Smuggle Truck by Owlchemy Labs; a game about driving a truck full of immigrants across the US border to smuggle them into the country. You might know it by another name and there’s an interesting story in that. Owlchemy built the game in its Smuggle Truck incarnation and submitted it to the iTunes App Store. Apple, as you may be aware, has pretty strict regulations on what goes in the App Store, and a game about illegal immigration apparently crossed the line; it was turned down. A quick re-branding was in order. In just a week the immigrants became animals, the border became a zoo and all references to visas and green cards etc. were stripped out and replaced with fuzzy counterparts. Thus became Snuggle Truck. I have to give Owlchemy credit for having the balls to make that move at all. Ultimately though, Google is a little more lenient and allowed both Smuggle and Snuggle Truck on their store, so I’ve been playing the more ‘controversial’ satirical original.

It’s a fairly simple physics/driving game. It’s not original, that kind of stuff has been around since Excitebike on the NES. Drive over rough terrain and obstacles, tilt your phone to lean forward or backwards and try to get to the end in one piece. Of course here you’re not simply trying to get to the end. You’re in a pickup truck and you have nine cartoon illegal immigrants in the back. Go over a bump too fast or lean too far one way or hit an obstacle and some or possibly all of then can go flying. The goal being to get as many as you can across the border as fast as possible, with medals awarded for performance and bonus medals for completing it super fast without regard for your passengers’ well being or for taking your time and getting them all to the end no matter how long it takes.

The rare endangered mooseramp.

Cliffs, explosives, falling rocks, huge jumps and moose are all the kind of things standing between you and the border. If you want to replenish your supply of immigrants, rather bizzarely, occasionally a baby will be launched into the air, the game will briefly go into slo-mo and you can attempt to catch the baby in the back to increase your immigrant count by one. The baby seems entirely unfazed by this entire process, even if you fail to catch it.

The whole thing is a satire of the American immigration situation. It’s all executed with tongue very thoroughly in cheek and has elicited more than a few laughs from me. There’s even a ‘legal immigration’ mode wherein you can sit in a waiting room and wait 19 years in real time to be approved for immigration (What happens in the game if the full 19 years elapses? I’m incredibly curious). It’s incredibly addictive, especially going back to get all the medals. There’s a good amount of content available, with user generated maps available online making the amount of gameplay available nearly limitless. Each run usually takes around 30-40 seconds too, so it’s fantastic to pick up and play briefly, or during a quick skive from work in the bathroom. The only real gripe I have is the menu interface. My phone has a reasonably large screen and the font is microscopic and nigh impossible to click on making level selection far more challenging than it has any right to be.

Less controversial!

Snuggle Truck is free on iOS with microtransactions to unlock bonus cosmetic features or £3.99 on Steam with all features unlocked out of the box. Smuggle Truck and Snuggle Truck are both £2.51 on Android. All in all it’s very good value for money, you’ll get plenty out of it, even if just while sat on the porcelain throne.

Smuggle Truck is available on Android, the official site is here.

Snuggle Truck is available on iTunes, Steam or Android, the official site is here.

GLHF,

~Meroka

Attack of the Unstoppable Gorg!!!

At the farthest reaches of the Solar System scientists have discovered a mysterious tenth planet! The legendary Planet X! But unfortunately it turns out to be inhabited by the terrible Gorg, hell bent on eradicating the human race with the aid of flying brain monsters living on Jupiter. Sound like a plot from a cheesy 50’s B-movie? Good, because that’s largely the inspiration behind Unstoppable Gorg from Futuremark Games Studio.

I, for one, welcome our new tinfoil overlords

A lot of narrative is presented to you in the format of old cinema newsreels and robots frequently look like cardboard boxes or toasters with eyeballs. UFOs hang very obviously from fishing wire. Terrible special effects abound. If that sounds like something you’d watch over a takeaway pizza with a few cans of beer, this game might just be for you.

At it’s core, Unstoppable Gorg is a variant of the now (in my humble opinion) slightly stale genre of Tower Defence. A few hundred creeps are on their way to your base and you must build armed towers to eradicate them before too many get there. But wait, there’s a twist! Your ‘towers’ here are orbital satellites around the planet you have been tasked with defending. You’ll get a few different orbital rings at different radii and each has a few pre-set locations to build at. However, the entire ring can be rotated about the planet to reposition your satellites. In most tower defence games, strategy usually consists of forcing the creeps to take the longest path by blocking their routes and countering their individual weaknesses. In Unstoppable Gorg, you’ll find yourself having to deal with continually moving all your units to deal with your enemies constantly changing angles of attack. One creep slipped you by? Move your orbit to chase it down, but at the cost of opening up your defence elsewhere. It makes for a much faster paced game; very rarely is the occasion you’ll find yourself holding down fast-forward to make things happen.

Oh no! They got K9!

Unstoppable Gorg still has a lot of rock-paper-scissors type stuff going on: brains are weak to physical damage and resistant to energy weapons and other enemies have their own strengths and weaknesses so you’ll need a well balanced armament to counter them, especially if they team up on you. Tips learned from Plants vs Zombies seem to be relevant, too. That is to say, generate as many resources as possible because then you can buy the big guns fast. That’s actually pretty difficult early on and it does make some of the early levels a little more challenging than some of the later ones, but with practice, patience and persistence you’ll overcome most of your difficulties in this game.

Visit sunny Mercury!

The soundtrack isn’t extensive, nor is it the kind of thing that’s catchy enough to have you singing it days later. Nonetheless, it fits the cheesy sci-fi bill extremely well and will certainly have you grinning like a loon alongside the flying brains.

If, like me, you love finding the absolute worst films available just for a good laugh, and if you’re also not entirely sick yet of building towers to fend off creeps determined to march along a predetermined path until either they run out of guys or you don’t defend hard enough, then you should probably check out Unstoppable Gorg. If it had been the same old format I might not have enjoyed it quite so much, but the orbital format provides a fresh spin (gettit?) on the genre that stands it out from the crowd.

Unstoppable Gorg is available on Steam for both PC and Mac, iPad, and is coming soon to XBLA.

GLHF,

~Meroka

A Stackingly Good Adventure

Take a dash of silent movie, a pinch of theatre, mix well with a Dickensian and Borrowers-esque world inhabited solely by Russian Matryoshka dolls and blend it all together with Tim Schaefer’s classic style of humour. Bake well at gas mark 6 and you’ll get Stacking, by Double Fine.

Oh, you wanted me to elaborate more than that? Fine, here goes. Set in the industrial age, you play Charlie Blackmore, the youngest child of a large family. Charlie’s father mysteriously disappears and the family falls into debt. In order to repay it, all the children are taken away to be put to work, with the exception of Charlie, who is considered too young to do any real work. You must set out into the world to reunite your family and as a convenient aside, put an end to child labour.

Shoestring budget productions presents...

Every single character in the game, including both people and animals, take the form of russian stacking dolls (hence the game’s title). Charlie, being so small has the unique ability to stack himself with any larger doll (which is pretty much everything but mice) granting him special abilities. Every character has a unique action; these can take the form of a wide range of things, from punching things, to sipping tea or breaking wind or shouting loudly. By combining the relevant abilities correctly you will solve puzzles allowing you to progress. Every puzzle has multiple solutions and whilst only one is needed to be found in order to progress the story, and it’s usually straightforward to manage at least one, half the fun is in going back and attempting to solve it via all of usually three to five different ways. For example your very first challenge is to break into an exclusive club. (MINOR SPOILER ALERT) This can be done by stacking with a nearby woman, seducing the guard then unstacking and quickly running behind him and into the club while they are occupied. Or alternatively, find a mechanic carrying a wrench, stack with him and use his wrench to remove the cover to an air vent then walk inside via the air ducts. There’s one more but I’ll leave it out here in order that some mystery should be preserved. (SPOILER ENDS) For the truly dedicated there are further challenges beyond the main story arc and a set of lesser challenges described as hi-jinks usually involving using a character’s action on specific other characters around the world. The cynical may say this is a cheap way to drag out the length of an otherwise somewhat short game, but I find they’re a fun little diversion.

Visually, Stacking is very charming and original. The Dickensian world is complemented by everyday objects like matchboxes and spoons making up the scenery making it feel as though it is all taking place within The Borrowers’ world, or perhaps more appropriately, an elaborate dolls’ house. Cutscenes are rendered in the style of a silent movie, but with theatrical backdrops and scenery being flown in from above and spotlights picking out characters as though one were watching it on a stage. So ultimately, yes, there’s quite a number of different themes and styles in there but they all work together to make this game something really unique.

I think he plays a key role somewhere

As with any title associated with Tim Schaefer, Stacking is also backed by an eclectic sense of humour. Anyone familiar with the likes of Monkey Island, Psychonauts, Grim Fandango or Brütal Legend will be right at home. The game is one of a number of titles to have been conceived during the development of Brütal Legend. The Double Fine team, in order to alleviate burnout from working on the title for so long, were given two weeks to work independently on anything else they wished. This seems to have been a very positive process as a great deal of originality has come from it.

At £11.49, it’s not the cheapest indie title you’ll ever find but the extra DLC mission, The Lost Hobo King, is thrown in for no extra cost in the PC version, which is always a nice bonus. If you burn through the story only bothering to solve each puzzle one way (which isn’t too hard) there’s a chance you might not feel the title’s worth the asking price, but for those who enjoy exploring and finding all the secrets there’s plenty to keep you entertained for a while.

Stacking is available on Steam, XBLA and PSN. The official site is here.

GLHF

~Meroka

All Zombies Must Die! Aka Resident Rising 4

I hate zombies, but only in the sense that I love killing them. There’s nothing I enjoy more than putting the dead back where they belong. So you can imagine a title like ‘All Zombies Must Die!’ doesn’t take much to persuade me to buy it.
I am however, picky about what constitutes a good zombie game. I believe there must always be an element of cheese and humour, some gripping no-hope suspense, a massive array of creative weaponry and mutant zombies of all shapes and sizes.. The plot doesn’t necessarily have to be original, it’s just has to not suck..

All Zombies Must Die! attempts to encompass all the major features of popular zombie games, with a tongue-in-cheek sense of humor thrown in. It focuses on aspects such as the levelling and crafting system from Dead Rising, the way zombies like to swarm at you from Left4Dead and mutations from Resident Evil. And it has an Alien! So, from the outset it’s already got my attention.

The title comes from a mission that’s unfortunately not very common in the game. All Zombies Must Die! is the mission you get when you have to move your base to a different section of the map. It just involves killing everything in sight, any way you like. It’s definitely a simple pleasure.
And now that you’ve cleared that section, you’re free to use it as your base. This is where you craft new items, spend levelling up point, choose your primary weapon, get more missions and swap characters.

They should have just called it that.

Enemy types are pretty basic, there’s standard Fodder Zombies, SWAT, Enraged, Joggers, Mad, Exploder, Electrified, etc. They’re all self explanatory. The biggest change is when they come into contact with radiation, then the mutations kick in and they become giants. And depending on status conditions, say if they were maliciously set on fire or electrocuted, they will also have different status effects.

Standing between you and every section of the map, are Gates. Each gate has a little robot that’ll ask things of you every time you want to cross into the next area. They’re like mini-missions on the way towards your more plot driven goal. These get very tedious but by mid game they do start to let you bypass them. Although this feature is frustrating, they’re there to encourage you to experiment with and make use of the environment or elemental conditions. Because without these, you’re not forced to try out the many variants of Zed killing you have at your disposal. In between missions it’s easy to stick with your weapon of choice, but killing is nothing without variety!
Missions aren’t the most demanding. Generally if you can stun your opponents en masse, like with the standard shotgun, you can dance around your foes fairly easily. I’m biased, shotguns are my staple weapon in every game they’re available. Fact is, whether you like it or not you’ll be confronted with enemies close up and you’ll need stopping power. Rapid fire doesn’t stop your foes. It’s weaker, you’re only damaging one Zed at a time and you have to be more accurate. In other games where accuracy is key to cause extra damage to the cranium, fair play. But without the option of a head shot rapid fire hasn’t yet proven to be a viable option in this game, unless your trying to achieve status effects without destroying the weaker Zed.

No respectable zombie game is complete without chainsaws.

Crafting is a great way to up the stats and add status effects to your favoured weapons. It’s not a very imaginatively executed system, but then again, you do get the impression that the game is largely a piss take of the genre. An SMG and Fire Sticks are crafted together into an ‘Inferno Rager SMG’. Other materials you can craft with your weapons include; Spark Plugs, Megaphones, Paynekillers and My First Science Kit.
Finding materials for crafting involves being in specific sections of the map and killing pre-set numbers of Zed, usually with specific status conditions. This is fairly annoying if you haven’t been paying attention to where you find the items, or what status effects they need. Even worse when you don’t bring along the right character or gear, forcing you to back track. But it is something you’ll quickly become accustomed too, I certainly didn’t make this mistake more than three or so times..

Despite this game trying to break the fourth wall with humour, it doesn’t have me in stitches the way Dead Rising 2’s Chuck Greene in a ‘Mankini’ does. I don’t get the same satisfaction of mowing down masses of Zed running at me like in Left4Dead. And no zombie game can ever come anywhere close to Resident Evil’s creative variety of mutants.
But it is certainly an entertaining go-between while you’re waiting for your next major zombie title.

Play it here!

GFG

~Scribble

Let’s Play: Dejobaan’s Titan Builder

Right now, Dejobaan Games (of AaaaaAAaaaAAAaaAAAAaAAAAA!!! fame) are running a competition involving a prototype of their upcoming game, Drunken Robot Pornography.

The goal? To build a Titan (a kind of boss fight, I guess) for them. You then have the option to fight it in an Inago Rage-style arena. I’ve been playing about with the Titan Builder all week, it’s suprisingly fun, if a little buggy at times. Here’s how I’ve fared:

To try your hand at building your own and attempt to win the entire Dejobaan collection on Steam, get your clickage on right… here.

GLHF,

~Meroka

It’s 3am & I’m still playing Machinarium.

Set in a lovingly hand painted mechanical city, Amanita Design’s point-and-click-style adventure boasts a stunning array of scenes for you to indulge and drool over. Each frame allowing you to interact with seemingly unconnected objects which, when combined in the correct sequence of events, allows you to progress forward.

Your robot hero, Josef (named after Josef ÄŒapek) must travel through the outs and innards of a rusted city. Armed only with the ability to consume and regurgitate useful gubbins at will and extend or contract his body to reach objects and switches at different heights. The goal to is to combine all manner of resources to open ways to the next frame as well as to solve classic arcade style puzzles. Along your urban adventure you’ll meet a plethora of amazingly designed characters, each robot unique and all play a small part. Some you’ll aid by running errands and others you’ll thwart with cunning puzzle mastery.

Starting out in the game, you’ll have a simple introduction in how to interact with the world around you. If you can reach it, and it’s of importance, then pick it up or fiddle with it. No matter how seemingly useless that stick is or why you have to make that large extractor fan angry.. Just do it.. I didn’t find a single item or interaction pointless after discovering its use. And it’s all very entertaining watching everything fall into place, this game is filled with individual animations for everything Josef has to work with.

The games intriguing approach to story telling relies only on thought bubbles, there’s no pretending that these robots have any kind of limited facial expressions or ability to talk conventionally. But nevertheless, this unique take on story telling allows for a charming and simple way of conveying the plot. And the visuals more than make up for holding your interest. After all, what could be more simple or fulfilling than a robot struggling to save his kidnapped lady-bot and defuse a bomb strapped to the highest spire in the city. A timeless cliché that doesn’t diminish the games charisma or distract from the feeling of accomplishment on completing each puzzle.

The game’s inbuilt walkthrough feature is something I’ve not come across before. A locked book icon in the top right hand corner of the screen links you to a frustratingly slow and merciless mini-game in which you have to manoeuvre a key to shoot spiders and avoid crashing into bricks. Hitting either will force you to start again or give up. But once completed, the book yields the the steps you have to take to move forward. With the game’s curious style of puzzles this book can be a saviour if endured. There were a few times at 3am when my feeble mind couldn’t handle the complexity of navigating different sized lines or squares through mazes. And so turning to the book helped ease the progression and flow of the game somewhat. As menial as this feature is, it forces you to really think weather you need the extra help or not. Which is a step up from games like ‘The Secret of Monkey Island’s Help Button. But to be fair if you can complete that game without that button chances are you’re not very well equipped to deal with how banal the world really is.. As a bonus, when you unlock the book you get a lovely hand drawn step by step guide to what you need to do in the particular frame you’re in. Be warned though, if what you need to do isn’t in the frame your standing in, you’ll have to move on and start the mini game again in a different location.

My only real gripe with the game is how slow Josef walks from place to place. But that stems from years of playing fast paced hack and slash games, where if it’s not dead in two minutes you’ll be eaten alive.. But give this game some patience and you won’t be disappointed..

Developed over three years on a shoe-string budget of $1000, this game has been built with the care and attention of some astonishing people. To sum up, Machinarium is gorgeous. It’s delicious for your eyes, and a puzzling treat for your brain. Go play it!

http://store.steampowered.com/app/40700/

GFG

~Scribble