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Tag "indie"

Nightclubs. Nightclubs. Nightclubs. Have you ever been to one? They are always fun. Hot sunny girls, laser lights, music, and don’t forget the music. You know with some of these tracks there is guaranteed to be a bit where the music bpm will slow and the ebb of the dancefloor luls? And there is hot anticipation to the next beat, or when the music picks up it just goes nuts?

Well playing bit.trip runner (yet again a steam purchase) is reminiscent of this phenomenon. Slow beats on a 8bit track slowly building up as you progress along the side-scrolling levels. Each button you press, each obstruction you jump over, everytime you slide that black slim body along the ground will produce a note, and every note helps compose the soundtrack to the game. The further you dance through the level and the more glistening ‘+‘ things you collect; the faster the beat goes.

Now this gets you really into the game. You just want to flow to the music. Move with the crowd. Dance with the hot sunny girl. Maybe get her number. But no. If you’re playing for the first time, and you have had a few drinks (who doesn’t drink at a nightclub?), and you have a bit of an issue with hand-eye coordination. This game will be extremely frustrating. Imagine sex with no climax. Kindersurprise with no surprise. SNSD with only Hyo Yeon. It is like being stuck in infinite anticipation, you know for a fact that there is guaranteed awesomeness just a little further. You can hear it building up, but you are forever stuck in the first portion of the short levels. Listening to the same parts of a track over and over. And you can’t die. EVER. You are stuck in forever alone territory.

Or you could take it as it comes. Close your eyes and let the spacebar smashing, arrow tapping fingers go. Embrace the music.

No. Sorry. N00b. gtfo.

Still a lost cause.

You just look like one of those pouting dbags that seem to be pointing at things.

In this case they’d be pointing at the huge hounds that you’d be sliding under. Or the über colourful rainbow trailing behind you…but remember this is all in pixel or bit world. Everything is blocky and pixelated. It really put my 5770 crossfires to test. REALLY. Fine I kid. My 5770s were bored.
Who cares though?
It’s an aesthetically pleasing art piece, with lots of colour and movement to both distract you and also to enhance your experience as an acid tripping gamer. So it really doesn’t matter that it isn’t running the latest crytek engine, it just works as a game that you will play because it is fun, quick, and simple.

Number of nightclubs I’ve been to out of the only 10 in the world worth mentioning: 7/10

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Look...Zombies!

Do you remember Bomberman? That game created around the mid eighties where you would place ye olde style bombs on the map to destroy walls and eventually to corner and burn your opponent? I liked that game. It was great fun as a 4+ player game on console. Easy controls, easy gameplay, and good enough ‘ai’ for a single player game. Atom Zombie Smasher sorta reminded me of that (I bought it on Steam). It has the same concept: Buildings that crumble. Bombs to be dropped. Enemies to defeat. It also is fun.

Except now we have zombies. Or more little magenta squares. They like to go after those little yellow squares and convert them to more little red squares, giving you an exponential rise of magenta squares if you don’t drop enough of those bombs and lift off enough of those choppers.

It’s pretty micro intensive. With all those chopper evacs, dynamite timing, road blocking and mortar drops. But let me tell you now. I suck at it.

I ended up playing the same level over and over because those pesky zombie dots were eating and converting all my freaked out yellow frenz. No matter. I’ll just blow them up too!

As a result of my ass being majorly pwnD by the damned red squares I decided I’d play on the easiest setting or modifier. Casual. I like the sound of some of these other mods, and I did try … but because it is the start of the list don’t make it the easiest.

Whichone?

This time round:

Win Win

I still sorta suck. No matter. Continue? 5. 4. 3. 2. 1.

Let’s start with the interface. Pretty clean, good mapping of shortcut keys, nice little graphics, and tool or weapon bar down the bottom of the screen. Only gripe I have is when I use the number keys to switch weapons/tools and I’m deep in magenta dots, I don’t know what weapon I have selected until the cool-off period is done. Maybe something like the AutoCAD dynamic tool can do wonders here, and not an annoyance like in CAD.

And since we are in cool-off time, let’s talk a bit about it.

Windows is starting...

RELOADING…REPOSITIONING…MOVING…

I think it is a good inclusion in the game, makes it harder. Mortar shells don’t instantly drop where you click it, but it might take 8 seconds, Snipers have to re-aim, and that chopper actually feels like it is flying off to a medical camp a la M*A*S*H.

You also have the opportunity to upgrade your weapons, with a simple zombie/zed death counter per weapon as a means of getting points. The more dead = more points = more upgrades.

Thank you

BAM-DI-BAM.

Before and After

That above is an awesome weapon, it rains a torrent of shells in a large area, decimating all below.
Buildings. Yellow dots. Magenta dots. Everything.
I believe that there are a few of this special weapons…yet to see them though.

Now what are these little sparkling cyan dots?
Scientists?!
What use are they? Research.

There is a whole other interface for you to ‘spend’ those smart little braincells.

I wonder where those blue dots go after being spent on 120% increased efficiency on the mortars, would like to buy them a beer.

With all that new and improved weaponry, I’d like to show you the zed only map. This is where you have to time and lure them into a section of the map before you drop the big ones on them.

Zed attack

Swoosh. Bang. Boom. Splatter. Dust.

Arbitrary number divided by 10: 8/10


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tb_osmosFor years now the PC games industry has been in an inexorable arms race. Once it was for higher resolutions, vaguely recognizable faces and bloom guaranteed to win the owner first prize in the village petunia growing competition. Now of course it is for those buzz-words of marketing spiel – edginess, immersion, open-world settings and (gack) emergent gameplay. Developers and publishers have fallen over themselves to declare that their new game alone will revolutionize the medium by letting the player go anywhere (within the set area), engage in fluid and cinematic conversation (along set dialogue trees) and look precisely twice as good as real life (if you have a computer system to rival Lucasfilm). But there is a growing force of gamers who just don’t want that anymore. The hardcore gamers are tired of broken promises and experiences that fall between half a dozen chairs. The casual gamers never wanted something so complicated in the first place.

tb_serioussam

So what is the answer? If the growing number of ‘old style’ games is anything to go by, it is for some developers to hark back to a simpler age. Over the years a number of oldie first-person shooters have appeared to various levels of success. Serious Sam is an iconic and tongue-in-cheek example where the screen is often filled with screaming  alien mechwalkers, animated skeleton beasts and half a dozen more incongruous enemies which the player is tasked with mowing down using a variety of super-sized weapons. Why? Who cares when you have a man-portable canon! More recently Darkest of Days, the new release from new team 8monkey Labs, lets you play as an American civil war era soldier armed with near-future weaponry in various battles throughout human history with only the thinnest of B-movie explanations as to why or how. Games like these prefer to revel in their own sheer unbridled gameness, with no pretention to rationality. We can certainly expect to see more of this to cater to people’s dulled palates – you might want to live of five-star restaurant cuisine sometimes you just gotta have a burger.

In a similar direction but simpler (and some might argue, ‘purer’) style are the mass of indie and flash games that  are gaining prominence in gamers’ and the general public’s awareness. Flash-games hosts such as Armor Games and MobyGames are more popular than ever and their developers are making money largely through sponsorship money gathered by the hosts from advertising revenue from the people playing the games.

Thanks to the easy availability of direct download services, independent developers can reach enormous numbers of potential customers and they would not be gathering attention if there were not people who wanted to play their simpler (by necessity as much as by design) games. There is no denying it – smaller, more concentrated experiences are what many people want.

This isn’t to say there is not a place for twenty hour FPS-RPG cross-player games with a development budget of $15 million and an equally priced marketing campaign, but it is clear if current trends continue they are going to be sharing a lot more digital shelf space with the likes of Portal, Peggle and GemQuest.

Chris Fox is an English Computer Games Design student at Staffordshire Uni, dabbling in games commentary and talking too much on the internet. You can find more of his incoherent ramblings at keysakimbo.blogspot.com.

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