Tag: PC

  • Undertale Is Actually Getting the Attention It Deserves

    Undertale Is Actually Getting the Attention It Deserves

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    More than a few times over the years, I’ve found myself falling in love with games that never got a voice. Whether it’s Mibibli’s Quest, Hubol’s 2, A Mini Falafel Adventure, Castle in the Darkness or many of the others, I’m constantly falling for games that deserve way more than a passing glance.

    I’m so glad I don’t have to throw Undertale in that pile.

    Toby Fox’s masterpiece is actually being talked about, and I couldn’t be happier. Every once in a while we’ll be blessed with the popular games consciousness acknowledging a game like Hotline Miami or FTL, but for each of those, another dozen go unseen by more than a devoted few. Have you played 2015’s Dropsy by Jay Tholen? What about Jesse Barksdale’s The Static Speaks My Name? Maybe Crawlies? You should.

    I’ve been known to rant about things like this in the past, but now we can all take a breath, and be happy that something as amazing as Undertale can not only exist, but be recognized. Big names like Jim Sterling, Austin Walker, Bob Mackey, and Daniel Tack all reviewed Undertale for their respective publications, and now so many more people know that it’s out there. I wish so much that Mibibli’s Quest could have gotten that kind of coverage, instead having myself and the few others screaming into a void about how good it was. Which, by the way, go vote for Mibibli’s Quest on Steam Greenlight if you haven’t. Thanks!

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    So, in case you somehow haven’t heard about Undertale before now, I guess it’s my turn to sell it.

    It’s a weird RPG-thing that’s less of an RPG and more of a loving tribute to every good video game that has ever existed. Uhhh, so go play it? Every character in Undertale has more personality than the entire cast of most other games I’ve played this year. The gameplay varies itself throughout the entirety of its 4 or 5 hour first playthrough, and continues showing off how limitless it is in subsequent ones. The soundtrack, oh god the soundtrack. Undertale is real good, yo.

    I really don’t want to ruin anything for you with specifics, because Undertale wants to constantly surprise you can make you laugh, and ruining Undertale’s fun is the last thing I’m looking to do. I’ll spoil part of one: I joined a snail race, and I got so excited for my snail to win that the pressure got to him, and he flipped upside down on the track burst into flames as the other snails squirmed right on past him. This was one of the ten-dozen tiny things that happen in Undertale, and one of many that you won’t forget.

    If you’ve ever loved happiness, Earthbound, good characters, being sad, surprise, or skeletons, please please please go play Undertale right now. And then play it again. And again.

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    And once you’re done, look around for similarly good games that you’ve been missing out on that haven’t gained as much coverage. Sites like the one you’re on right now, IndieGames.comWarp DoorOffworld and many others will help you get started.

    I honestly feel super strongly about this. If you’ve got the time, go play/watch more cool games and support the artist who make this stuff without expecting much feedback. Everyone will feel better, you’ll make the world a better place, and you’re supporting the future of an industry that you care about. Byyyyeeee. (and have fun.)

     

  • Gravity Bomb is like a Geometry Wars demake

    Gravity Bomb is like a Geometry Wars demake

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    I’m on the record as saying that Geometry Wars’ Pacifism mode is the greatest arcade game of all time. It isn’t hard to lose hours to it, always chasing the next highest score on the leaderboard. You’ll beat that score, you just have to wait until you’re in the zone. Then it’s two hours later and you give up and pass out because it’s 4 am.

    It’s incredibly simple, doesn’t take long to fully understand , and impossible to put down once you know the rules. ABA Games‘ newest arcade title, Gravity Bomb, gives me a strikingly similar feeling. (more…)

  • Petrichor – A Rainy Daydream

    Petrichor – A Rainy Daydream

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    Petrichor is an experimental point-and-click platformer, and I liked it quite a bit. According to the developers’ TIGSource page, Petrichor refers to “the pleasant smell of rain on dry ground.”  Naming the game after such an ephemeral sense may seem odd, but it’s also a really solid name for a game, especially when it’s this apt. Petrichor is dripping (literally) with atmosphere, as you trek through a rainy night on an adventure. I recommend you play through the game before venturing too far into this post, because much of what makes it special is how easy it is to pick up and understand.

    You’re a girl of unknown origin who starts off in a cave next to a fire, taking shelter from the drizzle outside. You soon find an umbrella, and a piece of paper outside the cave. Shreds of paper you find give upgrades when brought back to a campfire, so collecting them is the focus of the game to expand your verb set. You begin earning skills like jumping and climbing, and end up with more advanced techniques, that utilize the umbrella to its fullest and sometimes physically impossible abilities. Also, the right-click will always make the girl pull out her umbrella, and you’ll do it like a million times because of how cute it is.

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    Very little text appears in Petrichor, reminding us that smart game design through, well, playing a game, still exists. When you learn how to play by yourself without the bitter reminder of a developer holding your hand, you’re doing it right. Most of the game is linear with a few puzzles thrown in, and the game has a very chill, relaxed pace that lets you feel reward by each little accomplishment. My biggest complaint comes from the amount of backtracking that’s required, so much so that I ended up getting lost and reaching a game-breaking bug (that has since been fixed) a little over halfway through. I gladly played through again though, and recommend others to do the same.

    The atmosphere extends beyond the limited tutorials and elegant art, as the use of sound deserves a special mention. The ever-present sound of rain is always calming, but the music played under it is very reminiscent of the traveling music from Skyrim. It’s soft, wistful, and added to my desire to explore this world. The track also builds as you become more powerful, and fades as your adventure reaches its end. Here’s a small detail that a lesser developer would have overlooked: The rain effect becomes muffled as you go in and out of caves. Neat!

    Petrichor is a very interesting little thing that’s hard not to want to share. It’s short, clocking in at around 20 minutes, and leaves you with a desire to talk to someone else about it. I really have no idea what happened in the last 5 seconds. I’m not sure if any of its mysteries have answers, the developers seem to be a fascination with mystical, magical yellow objects for some reason, but the game’s atmosphere is worth your time by itself. The game’s TIGSource page seems to hint at a mystery or two, but I have no idea if there’s more there to find.

    You can try Petrichor on PC for free right now, and the game is currently being developed for mobile platforms as well. You can also read more about the development of Petrichor and chat with the developers on its TIGSource page. Go solve those mysteries!

  • FROGGY – Arcade on Fire

    FROGGY – Arcade on Fire

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    First off, I’m 99% sure FROGGY is not Frog Fractions 2.

    What FROGGY is, though, is Tetregeddon Games’ intensely odd rejiggering of Frogger, with way more explosions and post-apocalyptic themes.

    FROGGY is weird.

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  • There Are Over 300 Shovel Knight Cheat Codes, We Know Two

    There Are Over 300 Shovel Knight Cheat Codes, We Know Two

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    Remember Cheat Codes? Remember when developers put them in the game as a fun little side thing to discover and be really excited to stumble across some brand new experience in a game you love? Remember when they didn’t cost $2 a piece? Many games of late have either decided to charge the player real cash to see bits of extra content or to just forget them entirely, and the idea of an actual cheat code has become a thing of the past.

    Shovel Knight, which brought NES style gameplay to modern consoles, is now bringing us back to those days of typing strings of nonsense into a a menu.

    During Shovel Knight’s Kickstarter, the Yacht Club Games team promised anyone who donated $100 or more (about 350 people) a secret that only they would be told. In an interview with idigitaltimes.com, the team revealed that those secrets would come in the form of cheat codes implemented in the game. They said that over 300 codes are hidden, and each activates a unique feature when entered as your name when creating a save file. Big Head mode, Giant Character mode, and “Butt mode”,  have been confirmed, but none of those codes have been discovered by the public yet.

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    Last month, ScrewAttack.com showed off a code that was made for their SGC tournament, which unlocks a special challenge mode for one of the game’s stages. Today, the Mighty No. 9 Kickstarter page had an announcement that the code for High Jump mode would be revealed on their forums.

    The codes so far are:

    IM&SGC14 – Unlocks Iron Man of Gaming mode

    J&2JMP! – Unlocks High Jump mode

    With about 300 codes still floating around, I’m really excited to see how they’re all discovered. I’ll keep coming back to the game to try them all out, and I’m even happier that I’m not being asked to pay a premium for each one. Shovel Knight really does feel like a relic from a different era, and it’s shaping up to be a modern classic with each new discovery. A modern classic…with Butt mode! (I just really want to know what Butt mode is all about guys.)

  • Shovel Knight Review: Buried Treasure

    Shovel Knight Review: Buried Treasure

    shovel knight3After a year of Kickstarting, developer livestreaming and delays, Shovel Knight is finally here. Its crowdfunding stage was a massive success, blowing through the team’s $75,000 goal and heading just past $300,000. If you’re a fan of classic NES games, you’ve probably been pretty pumped about Shovel Knight since last March. So, does the final game deliver on the promise of a new Mega Man game? Not only does it achieve that, it recaptures that intangible feeling of several other NES classics as well.

    Not satisfied with merely crafting an excellent Mega Man game, Yacht Club Games decided to pay homage to Castlevania, Ducktales, Zelda 2, and Super Mario Bros. 3. Bits and pieces have been collected from NES’ greatest, and combined in stellar fashion in Shovel Knight. The downward slash from Zelda 2 and the pogo jump from Ducktales play a key role in combat and traversal. There’s a certain Castlevania feel, especially when you’re slashing through false walls to discover hidden passageways and cooked chickens. The world map from Super Mario Bros. 3 makes an appearance, complete with roaming enemies, secret bosses(!!!) and challenges after finishing certain levels.

    Even with all of these inspirations, Shovel Knight still feels like its own game by introducing new ideas on top of the old. The checkpoint system is unique; walking past a checkpoint will confirm your respawn point rather than making you guess where you’ll come back upon death. Instead of using a lives system to slow your progress, you’re allowed to restart at your last checkpoint as many times as you’d like, BUT, each death will cost you some of your hard earned treasure. Just like Dark Souls, though, if you can reach your spot of death without dying a second time, you can grab your lost spoils back and continue your journey without punishment. If you’re feeling adventurous, each checkpoint can be destroyed to gain extra treasure, but you’ll have to start back from the last undestroyed checkpoint should you meet your end. Shovel Knight is built upon several smart systems that make it a little easier for those not looking for a punishing experience, and allows those who want the difficulty to implement it themselves.

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    The level designs are top notch, with each stage featuring many secrets to find, and many more difficult enemies and platforms to navigate through. Watchful eyes will notice when a piece of the environment seems out of a place, and a quick shovel blade to it will usually reveal a hidden area filled with treasure. The stages all hide an optional piece of equipment as well, rather than handing it out as a reward for defeating the boss. All of them have their own unique use, and some of the platforming oriented items have an extra stage where you’re tasked with clearing a level specifically tuned to its power.

    Each level is smartly themed around its boss, with Treasure Knight’s flooded ship featuring giant fish and heaps of gold, and Specter Knight’s cemetery making smart use of gravestone platforms and a dark atmosphere. The remarkable soundtrack by Jake Kaufman pushes each level even further, and I’ve caught myself humming level themes since I finished the game a week ago. The coherence of the levels and the soundtrack brings back memories of jumping through Bubble Man’s waterfalls in Mega Man 2, which I can’t say many “new retro” games ever accomplish.

    Shovel Knight is extremely charming in how far it goes to be authentic. It never solely relies on jokes about how funny old games were, Shovel Knight is just happy being an old game with modern sensibilities. It’s funny without ever being grossly referential, and feels like it would have belonged perfectly on Nintendo’s first console those few short decades ago. You’ll jaunt through towns and meet some great characters with clever dialogue, jump through castles and bounce off of frogs, and you’ll climb towers to save your best friend, all in the name of Shovel Justice™.

    As wonderful as the majority of Shovel Knight is, a few issues rear their heads after the game’s first few hours. Since the level design is built around discovering secret gems and treasure, the game’s currency, you would expect that there would be a lot of meaningful ways to spend it, right? After you reach the game’s second town less than halfway through the game, you’ll soon learn that it’s the last place you’ll find to spend your money. You’ll gather much more treasure than you can ever spend, undermining some of the game’s base mechanics. Since you’re sure to have bought everything two-thirds of the way through, you’ll wonder why you’re still having treasure heaped upon you.

    Some of the upgrades aren’t even worth buying. The armor upgrades can only be worn one at a time, and the most useful of the pack sadly changes Shovel Knight’s color scheme to a drab grey. After realizing this, I chose to stick with his expressive bright blue default armor, leaving me with even less to buy from the game’s already slim catalogue of purchases. I kept expecting another town or some other way to spend my mounds of cash, but it never came. I continued scouring levels for the treasure because it’s still fun to bust through secret walls, even though I knew the gems I found would never be put to any use.

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    The bosses’ fights themselves also lead to one of the game’s few issues. Even before upgrading your health and magic stats, the game’s bosses are pretty easy to take down. Halfway through the game when you’re health bar is tripled and you can shoot as many fireballs as you want, even the endgame bosses don’t stand a chance. I wanted a bit more of a challenge from these fights, but ended up feeling like I was toying with my food. I would let the bosses get a few hits in to make sure I had seen their whole moveset, then quickly shovel away their last measly bits of health. The bosses aren’t bad, though, as their designs and bits of dialogue are excellent, they’re fun to fight, and each of them have a surprising variety of moves and animation. The game’s optional challenges like New Game+ and low health / no item playthroughs can add a bit of difficulty to the fights, but I still wish I felt more tension during the game’s biggest battles.

    Shovel Knight is such a joy to play that whatever issues I have pale in comparison to just how much fun it is. I’m gladly playing through the game a second time, and plan to complete some of the several built in optional challenges to wring more playtime out of it. Bouncing off enemies and through the environments is still exciting, and the world and characters are too charming for me to stop. I’m still finding secrets in stages I’ve played through a handful of times, and still figuring out new ways to use the weapons and magic items.

    There are also several free updates still planned to be added in the next year, like gender swap mode, challenge modes, playable boss modes, and more, so if you jump in now you’ll have more than enough reason to come back later. The game is out on Wii U, 3DS, and Steam, and the content updates will be free for all versions. I played through the majority of the game on 3DS, which I stand by being the best place to play. Short bursts of levels are great for portable play, and there’s a quick select menu on the bottom screen that makes weapon swaps instantaneous. On top of that, the exclusive 3D effect is astounding in some areas, amping up the game’s already terrific atmosphere.

    Shovel Knight is the real deal. It’s a brand new NES classic that seems like it was lost in time. If Yacht Club Games has more in store for the series, which they really should, the future of Shovel Knight is going to be an amazing thing to watch. Could an eventual Shovel Knight 2 be what Mega Man 2 was to its predecessor? If you’re wanting to see what an NES game made in 2014 looks and feels like, there’s hardly a better place to dig in than the delightful, charming, and nostalgic world of Shovel Knight.

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