Tag Archives: indie

TOOM, a clickable moment in one man’s nonsensical day

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All right, I’ve given another Ludum Dare 26 game a go. This time, it’s TOOM by Mike Kasprzak and Derek Laufman. Overall, I’d call it pretty slow and highly nonsensical, but still worth your clicks, if only to experience the way the camera works as you move around the screen. Also, it looks fantastic, thanks to solid animation, a phantasmagoric color scheme, and pixels that shine with character, even if many of the items ultimately aren’t used.

In TOOM, you control a generic-looking working man–he’s got a tie and either a name badge or pocket protecter thing going on with his button-down shirt–on what I have to assume is his day off. His apartment consists of one long room, which sits high up in the trees on metal stilts, swaying lightly in the wind. It’s obviously future tech, and so I’m sure no one is worried about large gusts or mindless lumberjacks, but you’d never catch me relaxing way up so high. You can click around on different items in the room, and at the far right end of it is something called a Hyper Tube, which you can’t use just yet. Though not explicitly said, the goal is to use that tube. As you click around and open cabinets and trash cans in search of clues, a few items get added to your inventory. Eventually, after all your hard work–I won’t spoil the step-by-step solution though I will say that not everyone is a fan of frozen friends–you are able to use the Hyper Tube. Cue black screen with the word FIN on it. All in all, took me about ten minutes to get through.

My two biggest problems with TOOM are as follows: 1) the ambient music loops, but not endlessly, cutting back to the beginning of the song in a jarring manner after a minute or two, which even causes the game to stutter for a half-second and 2) the inventory and how to use the items within it was not easy to grok. In fact, I think I just got lucky most of the time, constantly clicking on literally everything I could. Guess I’m use to being able to click an item in the inventory and then click what to use it on. Wanted more, even if it was just a text description, mostly because I’m not sure why that thing that was in the freezer was in the freezer. Fairly small complaints, really.

Even after completing the game, I don’t fully understand its name…wait, is the joke that TOOM backwards is moot, which can mean “of little or no practical value or meaning.” Is that it? If so, I don’t think that’s entirely the case here and the developers might be a bit too hard on themselves, but when your reward for finally figuring out exactly what each item is used for and getting into that Hyper Tube is a fart and toilet flush…well, yeah, it does feel kind of unessential in the long haul.

Be stealthy or be deadly or even both in Super Ninja Slash

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Something is happening to me lately, and I’m not sure if I should fight it or just sit down and embrace it: I am moving away from mainstream titles. Sure, sure, I recently burned through BioShock Infinite, but I’ve also been spending a lot of time playing browser-based indie gems like Kingdom Rush and unknown point-and-click adventures like Patchwork and under-the-radar SRPGs like Fire Emblem: Awakening. Well, one could totally probably argue that, with the latest in the series, Fire Emblem has reached it big time. But whatever, I am digging a lot of freeware titles as of late. Which brings me to the latest freebie title I’m enjoying: Super Ninja Slash.

Created as “another game jam game” by Kyle Pulver and with music by Danny Baranowsky, Super Ninja Slash clearly takes inspiration from the not-so-surprising success of Mark of the Ninja, the XBLA title that, in one swoosh, seemingly redefined the stealth genre. Based on its name, you’d think it was a straightforward slice-and-dice action game in the vein of many SNES romps, with you taking down enemies left and right thanks to your untouchable ninja skills. Well, sure, you can do that if you want, but the main goal of the game’s nine levels is to reach the exit alive. You can either avoid guards or, so long as you are quick enough, take them out with a single slash. Other pitfalls include holes in the floor and electrified barriers.

The game looks rather retro, but moves surprisingly smoothly. You can double tap the arrow key to give the ninja a speedy boost, and he/she can wall-jump, though sometimes jumping from a wall to another platform is a little clunky as you have to hold an arrow key in one direction and then hit another as you jump to change directions. Orange-colored guards carry flashlights, which represent their vision cones, and getting spotted once is an instant kill. I appreciate the swift violence they drop on the ninja once alerted. Again, if you can jump and swing your sword fast enough, you can take out some guards. I’ve been doing a bit of both; some levels I snuck through completely unnoticed, and others I had to take out a guard or two to make the path a little easier to tread.

I got up to level 8 (of 9) during my first stint with Super Ninja Slash, but had to close out for work-related reasons. I kind of wish that, just like in Kingdom Rush, local progress data was still saved somehow, but I won’t mind replaying the levels again too much as it is all training for the later, more difficult parts. The website even keeps track of who is the fastest ninja, the deadliest, and the most peaceful, though I suspect I’ll never hit the top of any of those lists due to my lackluster keyboard skills, but that’s okay. Ninjas aren’t meant to be seen, anyways.

2012 Game Review Haiku, #14 – Fez

As the Fez world turns
So do symbols, clues, cubes, keys
Too dumb to grok it

For all the games I complete in 2012, instead of wasting time writing a review made up of points and thoughts I’ve probably already expressed here in various posts at Grinding Down, I’m instead just going to write a haiku about it. So there.

George Banks is saying no to indie videogame bundles

To be honest, I’m pretty proud of myself. Over the course of two days, I said “no” to two entirely different videogame-based bundles. Packages that are light on price and heavy on material. Deals that truly should not be missed out on, some might even say. But I just can’t anymore. I have barely touched games for bundles I bought last year. So, no more…for now. But let’s take a look at what I am not adding to my backlog, and whether that’s a good or bad thing.

First, there was the Spring Bundle from Indie Royale. In this package, you can get the following: Unstoppable Gorg, Depths of Peril, Tobe’s Vertical Adventure, Inferno+, Slydris, and Ballistic. If you beat the minimal price, you also get some chiptune soundtracks. Upon initially reviewing what was being offered, I only recognized one game–Unstoppable Gorg–and that’s because Giant Bomb did a Quick Look of it. The majority looked uninteresting to me, with only Depths of Peril seeming appealing with its single player RPG elements. And that basically meant I’d be paying whatever price I chose for one game, as I might never touch anything else in this pocket. Not a complete waste of money, but a complete waste of my headspace and computer space, and so I am passing. No big loss. If, ultimately, I really do want to try out Depths of Peril, it’s available on Steam.

Then, the very next day, Humble Indie Bundle busts out a new collection for whatever you want to pay: the Humble Botanicula Debut. It’s tagline is “Pay what you want for Botanicula and save the rainforest,” which makes this extra hard to turn down. Way to heap on the guilt there. I actually fear that I’m going to go against myself before the weekend is over and snag a cheap copy, but for now, for the moment, I am saying no. I generally rush to buy these bundles, and Botanicula looks absolutely fantastic. The hurdle? This bundle holds four games (and a movie), and I already own Machinarium and Samorost 2, and am not interested at all in Windosill as there are enough puzzles in my life currently. So again, I’d be paying whatever I want for one game–granted, Botanicula is looking good, and I do like my unique adventure games as of late. But still, it just doesn’t seem necessary to do so right now.

Also, coming soon…Bundle in a Box. Which has just been confirmed as an “adventure game” bundle. And depending on who is involved and what the games look like, I might struggle with saying no. Though I am definitely saying it now, when it’s easy to do so.

I’m working on a big blog post. It’s a work in progress, truly. I am gathering up all the videogames currently in my collection that I’ve not yet played. It’s pretty scary, seeing the amount. I guess, at some point in the last few years, I became more of a collector than a player. That does make sense when you realize that I’m no longer carefree and 17. I am 28, married, with a job and a comics-related dream. I play when I can, but it’s never enough. Especially when it’s a session of Skyrim and three hours have gone by and all I’ve done is cleared a cave or two and sold some loot. Hopefully I’ll get that post wrapped up soon before I accidentally (or masochistically) acquire further titles.

But right now, I really don’t need more games. I have plenty still to do in the games I already got. I have assassinations and vehicles to acquire in Saints Row: The Third. I need to get married and put an end to the Civil War in Skyrim. I still need to link all the connections in episode two of Hector: Badge of Carnage. I need five or six more cubes to open that “32 cubes only” door in Fez. I have a laundry list of fetch quests for Professor Layton’s London Life. I have to, uh, stop the bandits and mutants in Rage. I have work, and I really do need to work at whittling this voluminous list down. Wish me luck and give me strength as I say “no” to more and “yes” to what I already got under my wings.

Playing the Ludum Dare 22 Winners, #3 – Last Breath

Oh man. I gotta hurry up and finish playing the top 10 from Ludum Dare 22 before the next Ludum Dare challenge takes place. Which is around the end of April 2012, and I think I can do it, as I only have three more games to try out: Last Breath, Abandoned, and Frostbite. All of them look simply fantastic in visual terms and are definitely platforms higher than those that came before them, which might just mean a pinch more of reflecting on my part. I can and will do this, and if Ludum Dare 23 goes well, I’d like to do it again as it’s a great push on myself to try out some smaller games I’d otherwise not even notice.

Like in Stray Whisker, Last Breath features an animal as your protagonist. This time it’s a dog, and it’s unclear if it’s a dead dog or a dog in limbo or a dog that was hit by a truck so hard that it flew into a hole in the ground which then opened up into a maze-like cavern–oh, and it also survived the impact. I guess all signs point more towards a limbo-based Canis lupus familiaris given this bit of text from creator deepnight:

The story of a dog trapped between life & death.
I can’t say much more, it would spoil the story 🙂

Anyways, after exploring this cavern a bit, you’ll discover multiple red balls and a shadow version of yourself, with eyes full of hatred. As soon as you begin to collect the balls, your shadow duplicate comes after you, literally shadowing your every move and eviscerating you upon touch. Your goal, from what I can tell as I was unable to even complete this part, is to collect all ten balls without the shadow dog killing you. This involves some planning as you can find yourself at a dead end for some balls, with no way out and the shadow beast closing in. The closest I got was a total of eight balls.

Last Breath, much like that silhouette XBLA darling Limbo, nails a lot of things: atmosphere, suspense, and gameplay. The pixel art and animation work is immediately charming, and I’ve had a deep love for that floating particle effect ever since I first played Fallout 3. The controls are simple, as the dog can move, jump, and cling–in a rather funny way–to ledges, and you’ll quickly go from exploring casually to running and jumping for your very being. The ambient music doesn’t change to reflect this, which is a shame, but it’s tense nonetheless. There’s obviously a best path to walk, but I didn’t figure it out after ten minutes or so.

Do try it, and good luck getting all those balls.

Super Meat Boy is the beefiest platformer out there

Quick, look over there! It’s another Indie Impression, and this one’s based on Super Meat Boy.

As you’ll soon read, I was able to beat all the levels in the first world save for the final boss. I gave up after too many fruitless attempts to slide down a vanishing wall into a hole before a sawblade turned Meat Boy into bits for a shish kebob party. But it was still a good time, and I can see why many love the beefy platformer, but I just can’t see myself going on, especially if I was getting stuck so early on. But yeah, great controls, great style, great boy made of meat. Eat it up, you masochistic fanatics.

The Humble Indie Bundle 3 is ready for your buying

There’s a new Humble Indie Bundle available, and as usual, it’s a “pay what you want, get whatever you want” kind of thing. The five games that come packaged in this third bundle are And Yet It Moves, Cogs, Crayon Physics Deluxe, Hammerfight, and VVVVVV–five titles I’ve never heard of before, but am willing to try simply because these bundles now have a solid history of packaging great unknowns together for super cheap. They take indie leaps of faith to a whole new level.

I quickly dropped some monetary beans on the package when I got home from work last night, downloading my Mac files and then trying to load up each game to make sure they all worked; last time, none of the games from the Humble Frozenbyte Bundle ended up working on my now extremely out-of-date Mac 10.5.8 OS. Sadly, I could only get one game to run, and that was And Yet It Moves, a quirky platformer with a nifty shtick; turning the world with the arrow keys affects how your dude moves around it, as well as helps solve puzzles. It’s got a great ripped paper look to it, and I’m looking forward to playing more when I’m not currently sweating bullets in a tiny, cramped attic apartment. Disappointed, but not yet done. I decided to utilize the Steam key that came with the HIB3 and see if that would help me. It did…for one game! I can now play VVVVVV, but only by opening through Steam; otherwise, the game crashes from the get-go.

I guess two out of five isn’t bad for what I paid.

I’m naturally hoping to either set up my oldish PC when Tara and I move into Grimmauld Place next month…or purchase a fairly inexpensive Windows laptop some point down the line. Not just for games, mind you, but I think I’m getting a little tired of the roadblocks my Mac constantly hits.

Regardless, I’m always happy to support such a cause like the Humble Indie Bundle, even if all the games don’t end up working for my Mac. I will get to play them eventually, thanks to their DRM free stance. Don’t let this deter you, especially if you got a working PC. It’s a great deal you don’t want to miss, and you have about 13 more days left to not miss it. Please tell me how Crayon Physics Deluxe is.

30 Days of Gaming, #23 – Game with the best graphics or art style

Gameplay always trumps graphics for me, but there are the occasional videogames where the graphics or art style simply just can’t be ignored. It almost gets in the way of whatever you’re trying to get character X to do, and you have to give in, take a hit, sit back and gaze upon the sweat and tears of artists and designers and visionaries alike.

In this generation of gaming, high-res graphics are pushing the boundaries of real and unreal, bringing in unbelievable lighting, textures, and movement. Those cars in the latest Gran Turismo games might as well be plucked right off some heavily raced and televised track; those plants and jungle bushes in Uncharted are covered in bugs, and you know it; those faces in L.A. Noire are true faces, skinned off their respective actors by sick-minded men like Dr. Hannibal Lector and tossed into the game to give you a realism unlike any you’ve previously seen. There’s a new level of game graphics, as well as a new horde of gamers demanding they get better and better. That’s cool and all, but I’m a firm believer that we’ve reached the peak–or a few feet from it–and that this is as good as it gets, which is fine because realistic graphics are not the be-all, end-all, and you just have to look at the indie gaming scene to see what can be done with less…or more creativity.

Games like Limbo, PixelJunk Shooter, Bit.Trip Void, and The Misadventures of P.B. Winterbottom all stand tall with stellar gameplay and a look to match it. Would Limbo have been as haunting as it was if you could actually read the little boy’s expressions? Most likely no. Would those quirky pie puzzles feel as quirky if it wasn’t for that silent films-esque presentation? But enough about those titles. Let’s get wet.

I think Aquaria has a fantastic look to it, nailing a world we honestly don’t know too much about and only get to glimpse sparingly through documentaries or movies or fascinating photos. Like in Finding Nemo, the scenes set underwater in the wild ocean where life is all colors and bubbles were a sight to behold. It’s so foreign and strange under the water, and yet it can be equally calming and uplifting, just floating in the blue, weightless, full of wonder. There are two men behind Aquaria, Derek Yu and Alec Holowka, and Yu was the lead artist. His work gives Aquaria a hand-drawn, storybook style, complimenting the 2D exploration gameplay. It looks gorgeous in screenshots, and then doubly in action. Loneliness is an important theme and feeling in the game; one certainly feels all by their lonesome when swimming gently through open waters or the kelp forest. Items are more detailed in the foreground, but blurry shadows and outlines of other structures in the background give off a great sense of scale. And brain coral never looked so brainy.

I do vow to return to Aquaria and Naija’s troubles someday, maybe a day when my Mac isn’t on the verge of breaking. At least for one more look at beauty in motion.

I’m a Limbo XBLA giveaway contest winner!

Yup. It’s true. I’m a wiener.

I mean…winner. Of what? Well, of a little indie game just recently released for Xbox Live Arcade. It’s called Limbo, and all I know about it is that it’s mostly in black in white, has a rather distinctive noir art style to it, and there’s a particularly creepy spider creeping about within. So that’s exciting. And all I had to do to win was follow MTV Multiplayer on their Twitter account, re-tweet their post about the giveaway contest, and wait patiently as they choose five winners at random.

Now I just have to get through the work day. Oh boy. Will start downloading immediately once I get home, and hey, who knows, I might even write about the gaming experience. I know…such a thing is unheard of ’round these here parts.

This also now marks my second contest victory involving Twitter re-tweets. Back in January 2010, I won a download code from That Videogame Blog for Serious Sam HD: The First Encounter. Hopefully I’ll have more fun with Limbo than I did that piece of spastic shootery, and hopefully that spider won’t turn me into a wimpering puddle of Ron Weasley.