Tag Archives: Side Scroller

Wandersong (PC, PlayStation 4, Switch & Xbox One)

Wandersong

Developer(s) – Greg Lobanov

Publisher(s) – Humble Bundle

PEGI – 7

Released in 2019 to an overwhelmingly positive reaction from gamers and critics alike, Wandersong is a 2D platformer centering around music; puzzles are solved with music, and new areas are uncovered with music. And abilities within the game are taken advantage of through music. Developed by Greg Lobanov with the music and sound put together by Em Halberstadt and Gordon McGladdery, it’s one of those games that is a true labor of love and is evident within every aspect of it. I interviewed Greg Lobanov sometime before the initial Kickstarter program was successfully funded:

https://scousegamer88.com/2016/07/09/qa-with-greg-lobanov/

And I’m glad I did. Looking back, I’m thrilled that this game has since garnished the critical and commercial acclaim that I felt it deserved before release. And the game did not disappoint by any means. 

Graphics – 8/10

Firstly, the conceptual design of the game is nothing short of beautiful. Each area is vibrantly colorful and a pleasure to beyond. Be that whether the game takes the player into dark caves, skyward temples, or peaceful towns. Each area has a different main color palette, similar to the original Yoshi’s Island. And works flawlessly to distinguish each area as the player visits them. Influence from several cultures and periods in human history is also evident in the architecture of the game. Such as Indian culture and even modern-day culture. And overall simply adds to its visual diversity. 

Gameplay – 8/10

As I alluded to, the gameplay involves the player taking control of a young bard and must progress through the game by singing. Singing is at the core of the gameplay. The player sings to move platforms for jumping across and manipulate wind traps to move ahead and advance the story. And to solve puzzles among many other things. It’s definitely one of the most interesting and innovative platformers to have been developed in recent times. And to me, even outstripped many other indie titles in terms of gameplay, including Journey and Flower. There’s much more to play for in this game than in many indie titles to have been developed throughout the eighth generation. Players will not be disappointed going into it. 

Controls – 10/10

The control scheme has been handled as well as any other platformer; in that respect, there are no negative issues to be addressed. I’m actually quite impressed with just how singing and dancing are incorporated into the game’s control scheme very effectively to allow for a lot of things the player must do in order to progress through each area of the game. There have been indie games released. Such as The Swapper and Contrast. They have had innovative gameplay mechanics. But have arguably not been used to their full potential to provide as great an experience as what could have been. But Wandersong delivers on that spectacularly. 

Lifespan – 7/10

What the game also delivers in a big way, compared to many other indie games, is lifespan. Taking around 12 hours to complete fully, it’s definitely one of the longest linear 2D side scrollers I’ve played in a long time. Side scrollers that long don’t normally get released unless it’s by a mainstream development company. It could be argued that it was to be expected given the somewhat lengthy development cycle this game had. But it still excels compared to many other indie games that have taken just as long to develop, if not longer.

Storyline – 7/10

The story follows the young bard, named by the player in-game, who embarks on an adventure to learn what is known as the Earthsong. According to prophecy, it is the only way to prevent the upcoming end of the world. Along the way, the players will meet a massive cast of characters. Each with their own stories and situations to be resolved, which all add so much depth to the story. A lot of the different situations in this world can be seen as very true to life and it does incredibly well to connect with gamers. This game actually has a better story than a lot of other indie games that focus on story. And sacrificing gameplay in the process. With Wandersong, there is a clear equilibrium between the two. 

Originality – 10/10

Simply put, there is no other game like Wandersong. I’ve never played a game whereby music and singing are so integral to how the player must progress through it. And enjoyed it as much as this. Games like Parappa the Rapper and Guitar Hero are obviously titles that make use of music within the gameplay, but Wandersong does even better to integrate it into gameplay, making for, as far as I’m concerned, better titles than the two formers. Platformers have been coming and going since the 80s, but never handled in the way what it is in this game. 

In summation, Wandersong is an excellent game from start to finish. Any platforming fan needs to give this game a try; it’s innovative, enjoyable to play, and beautiful to behold with a wonderful soundtrack to listen to along the way, and again, I’m happy for Greg Lobanov and the team to have gotten the recognition they deserved for it.

Happii

Score

50/60

8/10 (Very Good)

Chronology (PC)

Chronology

Developer(s) – Bedtime Digital

Publisher(s) – Bedtime Digital

PEGI – Not rated (Suitable for all ages)

The debut game of Danish indie outfit Bedtime Studios, who would go on to develop the critically acclaimed indie hits Back to Bed and Figment, Chronology is a 2D side-scrolling puzzle game. This puts the player in the shoes of a kindly old inventor and an anthropomorphic snail with the ability to manipulate time in various ways. Although I had minor issues with this game, it is a very fun title, which provides an insight into how future Bedtime Digital games would be influenced and where many of their ideas for games came from. 

Graphics – 7/10

The game’s visuals are entirely and lovingly hand-drawn taking place in a contrast between the lush green environments of the present day and the dark, gloomy, and seemingly lifeless environments of the future. Visible depending on which timeline the player is in at any given moment. The scenery is almost like a character in and of itself. With a contrasting personality and a perpetuation of a theme. That theme is the nature of time itself. The game’s soundtrack is for the most part very calm and relaxing. But can start to add to tension during precarious platforming sequences for example. 

Gameplay – 7/10

The game relies on the player’s ability to effectively platform as well as puzzle-solving in order to progress. The player must switch between both characters in order to solve puzzles by manipulating time. And changing elements of the world in conjunction with how things will be in the future or present if certain things are done at opposite times. It’s really satisfying to be able to solve each puzzle as it comes. As the entire game can challenge players vigorously to think on their toes for the most part. 

Controls – 10/10

The controls, as the 2D side-scrolling genre has been around for over 40 years, were expected to have been done correctly. And so they are in this game. There are no unnecessary issues with platforming interaction. And it’s quite clever the way the developers handled the snail’s part in this game in terms of movement in order to progress. For example, the player may have to position the snail in a certain way for the inventor to be able to reach particularly awkward ledges. 

Lifespan – 6/10

The game lasts there about the average lifespan of a traditional 2D side scroller. Which is around an hour and a half. Although Bedtime Digital would’ve inevitably been operating on a budget since this was their first title, I think there was certainly scope for it to have been made to last a little longer at least. Lifespan in their games is something that would be decisively improved upon with games that the company would go on to develop in the future. Such as in Back to Bed, Figment, and their upcoming game Figment 2: Creed Valley. But Chronology is a pretty short game. Given how inexpensive it is, it’s not something it should be marked down on too much. 

Storyline – 7/10

The story of Chronology follows the exploits of an old inventor. He has been forced into exile by his mentor after having developed a device known as the Verve. Encountering a huge anthropomorphic snail, they resolve to find the mento. And confront him in a plot that provides an intense twist ending. The concept of the game’s story is quite unique. And well presented for the small amount of time the game lasts. It’s packed with comedic moments between the inventor and the snail. And it all comes to a head between the inventor and his former teacher in the final confrontation. 

Originality – 6/10

Although the story’s concept is relatively fresh in terms of gaming, where the game stands out most is its approach to gameplay. I’ve seen many puzzle-solving platformers since the start of the eighth generation. But very few have been handled in the same way as in this game. Save for titles like The Swapper, Fez, and Guacamelee. For their first foray into gaming, Bedtime Digital did fairly well to provide players with a fresh new experience and would provide the ideal springboard for where their later games would go.

Happii

Overall, Chronology, though short, is a fun game for the time it can be made to last. It’s a fairly unique side-scrolling game filled with brain-testing puzzles and a story concept that stands out relatively well within the indie development circle. 

Score

43/60

7/10 (Fair)

Blasphemous (PC, PlayStation 4, Switch & Xbox One)

Blasphemous

Developer(s) – The Game Kitchen

Publisher(s) – Team 17

PEGI – 16

Released back in 2019 to universal acclaim after an immensely successful Kickstarter campaign, Blasphemous is a Metroidvania title influenced by games such as Dark Souls and Resident Evil 4 combining wonderfully rendered visuals with intense and challenging combat sequences and precise platforming. After having gotten the chance to play this game myself, I was captivated from start to finish. It is most definitely one of the best Metroidvania titles released throughout the eighth generation of gaming. If not one of the best games in general released throughout the time. 

Graphics – 9/10

The game is set in the harsh and mostly dangerously desolate landscape of Cvstodia, which was inspired by religious art composed by classic Spanish artists such as Francisco Goya and Jusepe de Ribera. The developers also drew further inspiration from the religious iconography of their hometown of Seville, Spain with gothic architecture and the religious attire associated with it. 

The world of Cvstodia is also beautifully rendered in 16-bit pixel art reminiscent of titles of the fourth generation of gaming. The world of Cvstodia is as wonderfully captivating as it is dark and gritty. It features some of the best examples of video game conceptual design I’ve seen for some time. Everything from the landscape to the character design attests to how much of a labor of love this game truly is. 

Gameplay – 8/10

Playing out like a traditional Metroidvania title, the game is heavy on combat and character development as well as requiring precise and clever platforming to progress. Players must both subdue hordes of enemies and uncover new areas within by acquiring new abilities and improving their character’s stats. Two different endings are available to unlock. Which depends on what items the player has acquired and how they are used or modified. 

Another particularly standout feature in this game, however, is the boss fights, which again give testament to the quality of the game’s conceptual design. Bosses such as Ten Piedad, Our Lady of the Charred Visage, and my personal favorite, Exposito the Scion of Abjuration. The game is every bit as challenging as the titles it took influence from. But at the same time not inaccessible. It’s also an extremely satisfying experience to revisit locations far stronger than before with the acquisition of new abilities and more health and magic. But also equally as satisfying to defeat each boss. It does exceptionally well to make the player feel like this is their journey along with the player character. The Penitent One. 

Controls – 10/10

The game’s controls are precise, and responsive, and present the player with no necessary issues. Which is desperately needed in a game like this. There’s nothing worse than when a developer tries to challenge a player with a tough game. And the controls aren’t right, like what I found with the original Mega Man. Fortunately, however, this issue is nonexistent in Blasphemous.

Lifespan – 7.5/10

To complete the game to 100%, along with the DLC package The Stir of Dawn, will take roughly 30 hours. Which for a Metroidvania game is particularly impressive. It could possibly be made to last longer with the potential introduction of new DLC released somewhere down the lines (here’s hoping). But regardless, this game will have players investing in it for a particularly long time to come. There are plenty of collectibles to scout for and abilities to acquire to make Blasphemous last more than a meaningful amount of hours. 

Storyline – 9/10

The story of Blasphemous follows a mute lone soldier known only as The Penitent One. He is the sole survivor of an order known as The Brotherhood of the Silent Sorrow. The Penitent One embarks on a pilgrimage in the name of The Miracle. A god-like supernatural force that governs the land of Cvstodia. It manifests itself in various twisted ways in the name of either mercy or punishment. 

The Penitent One seeks a holy relic named the Cradle of Affliction. He is instructed by a narrator of the Miracle named Deogracias to carry out the three humiliations. Thus gaining access to the location where the Cradle of Affliction is housed. 

The game’s story is expertly structured and masterfully written with full voice acting and a plethora of lore and backstory to unearth throughout Cvstodia. It raises questions about the nature of godhood and everlasting life in a world where the desire for punishment or forgiveness comes at a heavy cost. And what impact religious institutions can have on the world. Again, it was yet another element to this game that excited me from beginning to end. 

Originality – 9/10

Taking into account everything about this title, from its conceptual design to its combat system to its gripping story, it is definitely one of the most original titles I’ve ever played. In a gaming generation that has been arguably over-saturated with Metroidvania titles in recent years, it would have taken something particularly special to make another one stand out among so many others. But this game does that flawlessly. It tackles themes, gameplay mechanics, and graphical features that have rarely been seen before. And will go on to influence a plethora of games for years to come. 

Happii

In summary, Blasphemous is definitely one of the best games of the eighth generation. The influx of indie games over the last seven years has made this generation one of the most exciting in the history of gaming. But this title will be one that gamers will still be playing long after. With its wonderfully rendered visuals, intense combat, and boss fights. And a story that players will be talking about for many years after its release. 

Score

52.5/60

8.5/10 (Great)

Shot in the Dark (PC)

Developer(s) – Possum House Games

Publisher(s) – Possum House Games

PEGI – Not yet rated (strong violence)

 

Release by indie outfit Possum House Studios based in Rochester, New York, Shot in the Dark is a western side-scrolling shoot ‘em up game whereby players must adapt to a black and white 8-BIT rendered universe (similar to Possum House’s previous title Heavy Is The Crown), in order to keep a sharp eye out to defeat oncoming demonic enemies that are hiding in the fog or in the night skies, ranging from gargoyles to undead gunslingers. Although I found a few faults with the game, I ended up enjoying it for the most part and appreciating it for its own unique take on the traditional 2D platformer genre.

 

Graphics – 6.5/10

The game makes use of 8-BIT visuals in black and world with specks of red; in conceptual design, it’s quite similar to MadWorld, which I was quite impressed by. The gripe I have with the visuals is that the character sprites, most notably the human or skeleton sprites, are made to look quite basic in comparison to many other 8-BIT rendered indie games, such as Cathedral or Alwa’s Awakening. To go along with the tableau of the game it may have been an idea to add grey colors to it to not only make the game more playable in general, as players are reliant on keen eyesight to detect enemies as it is but to also make more environmental features stand out to a better degree.

 

Gameplay – 6.5/10

The game is a 2D platformer similar to games developed during the third generation of gaming, with the difference being that it focuses on gun combat as well as precise platforming, with players having to shoot through hordes of enemies that are hidden across the level. The strategy the player must employ is to not rush through levels and instead keep their eyes peeled for enemies that roam each level and that are easily concealed by environmental features such as mist or skies. It’s kind of like how Super Mario Bros may have been if the idea was kept in for Mario to have a gun. But of course, this game provides its own take on that idea, and for the most part, it works relatively well. 

 

Controls – 7/10

The game’s control scheme was most definitely the biggest issue I had with this title. It’s designed to be played using a keyboard to input commands such as jumping, shooting, and reloading, and the mouse to aim the crosshair, but it doesn’t work all that well with a keyboard; it’s because of the fact that this was how the game was intended to be played that that doesn’t even work great with a traditional controller either. The reload system was put in to provide players with the added challenge of studying each environment to determine as and how they need to conserve ammo, but for the most part, it’s much more of a hindrance if anything. Since there’s no time limit to each level like a traditional platformer, mercifully, the game’s control scheme doesn’t make it unplayable, but needlessly frustrating at certain times. 

 

Lifespan – 6/10

The game has a fair few stages to it, and it lasts around the standard amount of time for a game of its ilk to last; around an hour or two. There could’ve been some replay value to be added to it, such as unlockable features or a scoring system to give the player a little more to shoot for, so to speak, but I can’t bring myself to knock it too much in terms of lifespan since some of the greatest 2D side scrollers throughout the years have been developed to last there around the same amount of time. 

 

Storyline – 6/10

Again, like many games of the third generation, there is no standout story, only a basic premise. It would’ve done far better to stand out during the NES era, but since the western genre has been tackled in video games, particularly in recent years, it does relatively well to stand out in terms of story concept, but not overly well. The story makes me think of the game Darkwatch but in 2D.

 

Originality – 8/10

The main aspect in which this game does quite wek=ll to stand out in, however, as in its basic gameplay concept. There have been side scrollers reliant on gun combat before, but not quite like in the way it’s handled in this title. For all I’ve complained about it in this review, this game does have some redeeming value, and there is enough enjoyment for players to have to warrant at least one playthrough. 

 

Niiutral

Overall, Shot in the Dark, despite the gripes I’ve addressed, is a fairly enjoyable game and worth playing through at least once. It will provide quite a stern challenge for the more avant-garde side-scrolling fan, and it has a distinctive charm to it in its own right.  

Score

40/60

6.5/10 (Above Average)

Q&A With Monster Finger Games Volume 2

Last month, I played and reviewed a new PC release entitled Alien Scumbags. Developed by Monster Finger Games under principal designer James Ross, it’s an 8-BIT shoot’em up made as a love letter to the likes of Doom, Quake, and Duke Nukem, but also features a plethora of discoverable references to a wide range of classic games, as well as modern-day hits whilst also delivering on a nice blend of horror and comedy. After having interviewed James before the release of the game:

https://scousegamer88.com/2020/05/10/qa-with-monster-finger-games/

I once again got in touch with him to find out more about the future of this title as well as the additional content planned for future inclusion and his experiences following the game’s official release. Here’s what James Ross had further to say about Alien Scumbags:

 

How has the game been received since it’s release? 

Sales are not as high as we hoped but the majority of people who have played it absolutely love it which is really great to see.

Is there scope to bring Alien Scumbags to other platforms in the future? 

Possibly Switch, but it depends how well it does on Steam really.

 

 

The last time we spoke, you mentioned further content being developed for the game and even showed me this piece of concept art. Can you tell us more about it? 

I have created several pieces of concept art and the plan is for everything to make it into the game, the last big release added another new enemy to the mix which needed another strategy to kill, the next big release will be adding another new enemy, the first projectile-based enemy so excited for people to see that.

 

You also mentioned the importance of community feedback throughout the game’s development, but how active has the community been since its release, and have you had any more important feedback after which?

The game has evolved since its release in a variety of ways due to feedback, including how certain guns work, being able to aim above, etc. A lot of the feedback has come from the amazing Twitter community and streamers.

 

What further video game references are you planning to include with the introduction of new content in the game?

I can’t tell you much about that, you will have to wait and see 😉

 

If you could develop a game in any franchise, indie or mainstream, which one would it be?

I would love to be a part of creating another Road Rash game, I think a pseudo-3D game similar to the originals would make for a really interesting title.

 

What is your favorite easter egg you’ve added to Alien Scumbags? 

My fave easter egg is the secret room that takes inspiration from a certain plumber.

 

In our last Q&A, you also mentioned developing a game entitled Super Bombardier. How has development been progressing? 

Currently, I am only working on Alien Scumbags, more levels/content will continue until the end of the year with the final ending coming at the start of 2021.

 

After your current projects, what do you envision maybe next for Monster Finger Games? 

We have a few ideas rolling around, but not sure just yet, possibly more work on the Shmup Super Bombardier or Super Mega Shark maybe, one thing is for sure you will be the first one to know about it 🙂

 

Following on from the advice you gave readers the last time we spoke, you mentioned that releasing a game can teach you a lot of lessons. Are there any further lessons you or the team have learned yourselves following the release of Alien Scumbags? 

Yes, I think the next time we release a Steam game the page will be up a lot earlier, we suffered a little from not building up a big enough wish list before launch.

 

Do you have anything else to add?

Just want to say a huge thank you for the insane amount of support you have given me with Alien Scumbags.

 

Again, I’d like to thank James for taking the time to talk to me further about this exciting game, which will have even more to offer in the future as updates are introduced. Alien Scumbags is already an extremely impressive title as is, but it looks set to be an even better game in time. As always, I hope you guys enjoyed this article as much as I enjoyed writing it and I’ll see you for the next.

Game On,

Scouse Gamer 88

Alien Scumbags (PC)

Alien Scumbags

Developer(s) – Monster Finger Games

Designer – James Ross

PEGI – Not Rated (mature content)

The first title from Southampton-based studio Monster Finger Games, Alien Scumbags is an 8-BIT sci-fi side-scrolling shoot ’em-up survival horror game with light RPG elements. It presents a very balanced mixture of horror and comedy littered with references to classic games. I’d been following this title for some months before its release having drafted up first impressions article and interviewed the game’s principal designer James Ross:

https://scousegamer88.com/2020/05/09/alien-scumbags-first-impressions/

https://scousegamer88.com/2020/05/10/qa-with-monster-finger-games/

I’d been excited for the release of this game for quite some time and when it finally made the jump from its original platform on Game Jolt to Steam, I wasn’t disappointed.

Graphics – 8/10

The game is set on a spaceship gone dark named the Nostrami, which is infested with hostile alien lifeforms. The best way I can describe the overall feel of the game is that it’s like an 8-bit version of Dead Space. Like the game Lone Survivor, it makes use of lighting despite its retro 8-BIT visual style. But in my opinion, this game makes better use of lighting than the former, as there is lighting from more sources, therefore making it look much more detailed and there much more atmospheric. 

The scenery design is also unprecedentedly varied for a game set in one location. There are references to other games scattered all over the place. And also references to popular horror movies like Alien and It. The game’s soundtrack also accompanies the horrific atmosphere of the Nostrami particularly well in addition, to making use of otherworldly synthesized tunes and sound effects designed to emulate the human heartbeat present in the first level. 

Gameplay – 8/10

With a gameplay structure similar to Doom, players are tasked with blasting their way through hordes of alien enemies and uncovering secrets throughout each level, such as hidden areas, additional perks, and easter eggs. There are also multiple characters to unlock (again, modeled after iconic video game characters), with their own unique abilities, giving the game replay value since each character offers a new experience with every playthrough. It’s a survival horror with the vast majority of focus being on gameplay, which, unlike many in mainstream survival horror series’, does pretty well. 

Controls – 10/10

The side-scrolling genre has been redefined and reinvented over many decades in gaming. Therefore, the control scheme presents no issues in this title. It’s a very bread-and-butter style of play that both fans of retro gaming and newer generation players alike. They will be able to pick up and enjoy it very easily without having to worry about the controls. 

Lifespan – 8/10

The game’s lifespan consists of around 20 hours of gameplay, which goes above and beyond many classic side-scrolling titles that gained popularity throughout the NES era, but there is also new content being planned for the game in addition, as the game is still being tweaked and by the developers. In the future, depending on the game’s final lifespan when all content is released, then the game’s score may have to be updated, but even in its current state, 20 hours is an exceptional amount of time for a game of its ilk to last. 

Storyline – 7/10

The basic premise of the game is extremely simple. Board the Nostrami and take the ship back from the horde of aliens that have killed the crew and invaded. There’s a comedic intro at the beginning giving the player the rundown of the situation. But where the game’s story lies is in its backstory which is discovered by the player as the game progresses. Provided they can find the crew recordings scattered across each level. It adds a real layer of horror that players may not necessarily expect going into it. It provides that unique balance of scares and laughs that’s quite frankly unusual for a survival horror title. 

Originality – 7/10

Although the game is one giant easter egg of references to gaming and popular culture, its unique balance of comedy and horror certainly helps it stand out among many survival horror series to have been released throughout the years. All the while keeping the emphasis on what truly matters, which is the gameplay. I’ve been frustrated by games like The Last of Us, Journey, and Everybody’s Gone to the Rapture. They’ve shown promise and not delivered on what was expected of them as games. But with this title, you know exactly what you’re getting from the get-go. And what it delivers is what players want. 

Happii

Overall, Alien Scumbags is an extremely enjoyable title. A labor of love that gamers old and new will not be disappointed with. It’s’ a scary, funny, and intense experience throughout and I can’t recommend it enough 

Score

48/60

8/10 (Very Good)

Soviet Jump Game: First Impressions

Although I spend a lot of time scouring the Internet in search of upcoming titles in development, there are still those that I fail to notice as they gain momentum across a widespread community of fans; even whilst the game is still in the early stages of development. I need to give a shout-out to my friend Antonia Fraser AKA Dolly Mix Cosplay for recommending this one, as, without her suggestion, I wouldn’t have even known this game exists. It’s entitled Soviet Jump Game and in my opinion, may become one of the most beloved future indie games in recent years once it sees full release and continues to garner popularity at the rate that it is now.

Developed by California-based outlet Fantastic Passion and published by Dan and Arin of the YouTube channel Game Grumps and currently on Steam Early Access as a free download, Soviet Jump Game is a 2D side-scrolling battle player vs player MMO, which has players battling against each other by either jumping on one another, Similar to how enemies are defeated in traditional Super Mario games or using various power-ups that can be found throughout the game’s map. After playing this for only a few short days, I’ve become hooked on it. I don’t normally player multiplayer games, generally preferring the single-player experience, but this game may very well be instrumental in changing my perception of how I view MMOs.

Graphics

Adopting a traditional 8-BIT visual style, the game’s conceptual design is largely inspired by Russian culture and the way of life under the Soviet Union before it’s dissolution back in the early 90s. There are several references to historical figures and events that happened during the USSR era, such as heads of Joseph Stalin that act like Thwomps from Mario, moving platforms in the form of tetrominoes from Tetris and stage designs alluding to the Chernobyl nuclear disaster. As a long-time Tetris fan and coming off the back of recently playing Russian Subway Dogs in particular, it stands as yet another example to me of how Russian culture has had a significant impact on video games. The scenery is very well designed and the game’s soundtrack threw me with just how stellar that is in addition; certain aspects of it reminded a lot of Shovel Knight in fact; another game soundtrack I think extremely highly of. 

Gameplay

The gameplay is extremely simple in its basic premise, but exhilarating on a scale that I didn’t think possible going into it. It’s simply a matter of the last man standing at the end of each round, including around 38 different players at once generally speaking, battling to stay alive, eliminating other players and collecting tokens used to purchase new characters or customize the characters players already have with new skins, emotes and taunts. I’m biased towards this game to an extent, due to the fact that I’m relatively good at it, having now won 30 games in only a few days of playing. Speaking honestly, multiplayer games generally tend to put me off, since, by the time I come to play one, there is already an influx of people playing who have mastered it and are easily able to dispatch me, bogging down the experience. But probably because this game has much less of a learning curve than an MMO first-person shooter for example, I found that it was easy to get to grips with and learn how to improve with more experience. There’s also a great sense of satisfaction to be had after winning a game to have won out over so many other people at one given time. 

Controls

As the gameplay concept is simple, so too are the controls. The biggest learning curve there is involved with this game is understanding how each power-up works and how they can be best employed to suit the player’s situation. The controls are perfect; as responsive as what a game like this is needed.

Originality

For a game that adopts so many traditional gameplay features that have been seen time and time again throughout the industry, it’s staggering how much this game stands out despite its obvious influences. Where it does stand out is in its conceptual design as well as it’s a differing approach to gameplay compared with other 2D side-scrollers. It almost feels like a genre of its own with how it plays out. It’s also unusual for a side-scroller to have this much variety in terms of unlockable material and gameplay elements and for it to have virtually unlimited replay value. 

Overall, Soviet Jump Game, upon release is set to be a beloved indie classic and I recommend anyone reading to give it a try. The game seems practically complete, but if there’s even more than Fantastic Passion has to add to this already robust title, then I’m excited to think of what the final product will have to offer in comparison to the game’s current build. 

Q&A With Liam Dehaudt

Whilst scouring the internet for new indie game prospects, I came across another title that caught my attention slate for release in the near future. The Meldstorm is a 2D side-scrolling rogue-lite with item synergy elements. Players will be able to customize their own weapons on the same level as games like Mothergunship and Fallout 4 with the game revolving around the player character (either a knight, rogue, or sorcerer depending on the player’s choice) undertaking the deadly pillar trials; a series of tests requiring combat with an ungodly number of alien enemies and puzzles to solve. Wanting to know more about this game, I contacted its sole developer, Liam Dehaudt, and put forward to him a series of questions regarding how development has progressed and what players can expect to see when the game is fully released on Steam. Here’s what Liam had to say about The Meldstorm:

 

The Meldstorm 1

What were the influences behind your game? 

Risk of Rain influenced the item system but I wanted more deliberate combat (less but more powerful enemies) so I borrowed a lot from Gungeon’s enemy feel, except as a platformer.

 

What has the developmental process been like?

It’s fun, it started as a hobby but became a bit more. I’ve worked on a few projects before so this is like a test to put everything I’ve learned together. Of course, there are ups and downs but that’s to be expected.

 

How close are we to seeing the finished product? 

I honestly don’t really know. I would have a few months of development left but since I just got a job it’s most likely going to be a while longer. Let’s say late 2020 to early 2021 but that’s a super vague guess.

 

The Meldstorm 2

What has been the most exciting aspect of development? 

Programming is my jam so making the big systems has to be my favorite part. I had a ton of fun making the mods interact with the weapons, and making a general system to create new weapons easily.

 

What has been the most challenging aspect of development? 

Marketing is tough and makes me want to pull my hair out sometimes. I’m quite new to it so I’m learning a ton, but for now, I’m still pretty clueless.

 

What has been your favorite boss fight to have created so far?

The final boss is cool and pretty different. I got some cool feedback from Reddit that helped me make him look a lot cooler too. You get the first phase to learn his attacks, then he spices things up in the second.

 

The Meldstorm 3

How well has the game been received so far? 

People seem to like it. The few players I’ve had try it had fun. Like mentioned prior I am struggling with marketing which I think is slowing me down a lot but I think my current audience likes what I’m doing

 

What platforms are you looking to bring the game to?

PC/Mac first, if the response is good then I’ll consider everything else.

 

Do you have any advice for aspiring developers that may be reading this? 

Manage the scope of your game to something doable. Try to stand out. Aim for the top but expect not to get there. Reach out to people who are working on stuff you like.

 

The Meldstorm 4

Where on the Internet can people find you? 

I post all my work on Twitter, you can also DM me there if you want: 

https://twitter.com/TheMeldstorm

Also if you like my game, wishlist The Meldstorm:

https://store.steampowered.com/app/1220300/The_Meldstorm/

 

Do you have anything else to add?

Have a nice day ^^

 

I also want to thank Liam for agreeing to this Q&A and hope you guys enjoyed reading more about The Meldstorm as much as I enjoyed drafting it up. The Meldstorm looks like a very promising game with virtually an infinite amount of replay value and I’m certainly excited for what the final game will have to offer players compared to its current build. I will draft up a review of it upon release, but in the meantime, I wish Liam the best of luck with his debut title.

Game on,

Scouse Gamer 88

Axiom Verge (PC, PlayStation 4, PlayStation Vita, Xbox One, Wii U, Nintendo Switch)

Axiom Verge

Developer(s) – Thomas Happ Games

Publisher(s) – Thomas Happ Games

PEGI – 12

Developed solely by former Petroglyph Game engineer Thomas Happ and five years in the making, Axiom Verge was released back in 2015 to overwhelming critical acclaim from critics, garnishing a plethora of favorable reviews and receiving a nomination for the best indie game award for 2015 at The Game Awards. I felt no different about this game. It is most definitely one of the better Metroidvania games that I have had the pleasure of playing delivering in every aspect.

Graphics – 9/10

The game is set on a planet called Sudra and in lieu of the Metroidvania tradition features many varied and wonderfully designed environments with a lot of different enemies to contend with throughout. There is also a species of giant humanoid robots called the Rusalka. Which are unlike most things I’ve ever seen in sci-fi. Most gamers will immediately be reminded of Super Metroid when looking at his game. As indeed I was.

But there are elements of the conceptual design that reminded me of other games too. For example, the environments, which look almost alive with floors and walls moving and pulsating, reminded a lot of Abadox for the NES. Although in the case of Axiom Verge, there’s even more attention to detail put in. The Rusalka also adds a certain eloquence to the conceptual design of this game. Reminding me in particular of the film Ghost in the Shell. 

Gameplay – 9/10

The game plays out ostensibly like a traditional Metroidvania game, with the player having to navigate through a 2D open world and constantly backtracking to reveal new areas or secrets hidden within the game. But what makes Axiom Verge as exciting to play as it is is it’s combat. With the player being able to find a variety of different guns throughout and to strategize according to whatever enemies are in front of them. The world of Axiom Verge is reasonably big. So there is a lot of backtracking involved as players gain new abilities to access new areas. There is also a speedrun mode for more adept players who wish to complete the game in record time, which gives the game some additional replay value. 

But regardless of whether players may be veterans or entry-level, it’s a reasonable challenge I thought. Not too hard to the point of being inaccessible but not too easy either. More important than that, however, the game is extremely satisfying to immerse in. Backtracking to old locations is always fun as the opportunity to experiment with new weapons constantly presents itself and there’s a great deal of enjoyment to be had in this respect. The boss fights are also as intense as that of any Metroidvania game, again requiring players to strategize according to what weapons they may have as well as enemy attack patterns. 

Controls – 9.5/10

The game’s control scheme also presents no problems for the most part. It essentially uses the blueprint of Super Metroid in its general gameplay and weapons system. As well as how ammo and health works. The one minor gripe I had with the controls, however, concerns how the address disruptor works. 

The address disruptor is a gun that either corrupts or de-corrupts enemies or certain walls. This is a tool that needs to be used in order to bypass certain areas of the game. The problem is with it is if a player removes a certain section of wall and not another if the player fires again it can reverse the process for the section of the wall that’s already been removed. Leaving the player having to slowly reverse the process again in order to traverse through walls. However, it’s something that’s easily rectified anyway and I can’t fault the developer for trying something new. More important than my concern is that this is a game mechanic unlike many others seen in the Metroidvania genre. And it adds more to the game than what it takes away. 

Lifespan – 7/10

On average, the game can be made to last there around 15 to 20 hours. Which for a Metroidvania game is fairly impressive. A sequel is currently in development and is scheduled for release in the autumn of 2020. So here’s hoping that the lifespan is increased with the new game. Without giving the end away, I think there will be a great deal of scope to expand the lifespan for the sequel. But the first game lasts more than an adequate amount of time

Storyline – 8/10

The story follows a scientist named Trace, who is running a lab experiment in New Mexico. Suddenly, something happens in the lab that causes an explosion. After which, Trace wakes up on the planet Sudra and finds himself embroiled in a one-man fight for survival. All while uncovering the wonders and mysteries behind the planet Sudra and helping the Rusalka defeat the entity known as Athetos. As the story progresses, it unfolds into something a lot deeper. Which makes for a story, which like the visuals, is unlike a lot of things I’ve seen in sci-fi.

IGN gave this game a somewhat less favorable review than me, citing several problems they found with the game that I whole-heartedly found myself disagreeing with. One such criticism was that they thought the story was forgettable. But in my opinion, the story is anything but forgettable. The most prominent theme throughout the story involves moral ambiguity. The intentions and the character of the Rusalka most definitely come into question more than once and will make the player think whether what Trace is doing is right. Which once players play through it, will make them anticipate the sequel even more. 

Originality – 8/10

Again, the originality of this game has been brought into question by many other reviewers, due to its obvious similarities to the likes of Super Metroid and Xeodrifter The game clearly has its influences and most fans of the genre will be able to identify them from the get-go. But outweighing its similarities to other games is its differences The conceptual design of this game really makes it stand out from other titles in the genre and its soundtrack is exceptional, sound even more otherworldly than Super Metroid in my opinion. Its story, as I said before, is also not as straightforward as Samus Aran striving to defeat Ridley. But rather making the player question what happens at the end was for the greater good. Not just for Trace, but for the planet Sudra. 

The fact of the matter is that this game comes into its own with potentially massive mythology to be spawned from it with the introduction with even more games and scope for an even bigger plot to unfold along with it and in my experience, with the exception of games like Dust: An Elysian Tail and Ato, there haven’t been many Metroidvania games that have made me feel like what I felt after having played this one through to the end. 

Happii

Overall, Axiom Verge is definitely a must-have for fans of the Metroidvania genre. It’s also a must-have for any fan of science fiction. It’s a very enjoyable game with variety in combat and conceptual design with an extremely memorable story and a lot of promise as a big gaming franchise for the future. 

Score

50.5/60

8/10 (Very Good)

Q&A With Monster Finger Games

This week, I have been reaching out to a vast number of independent video game developers to discover new titles in the works throughout 2020. One such game is Alien Scumbags; A 2D 8-BIT side-scroller survival horror shoot ‘em up developed by Monster Finger Games operating out of Southampton, England. The game offers players a balanced blend of horror and comedy, with it being set on the Nostrami; a ship that has gone dark and is then invaded by a hostile alien race, which the players must combat to survive, whilst on the way, uncovering what happened onboard the derelict spacecraft. I composed an article details my first impressions of the game in its preliminary stages of development:

https://scousegamer88.com/2020/05/09/alien-scumbags-first-impressions/

However, I have also been in contact with the game’s principal designer James Ross, who agreed to answer a few questions ahead of the game’s release, regarding how the game’s development is progressing and what players can expect to see with the finished article. Here’s what James had to say about Alien Scumbags:

 

Alien Scumbags 1

What has the developmental process been like?

The development has had its ups and downs, it’s crazy to think how much can happen in 2.5 years spent working on a game. Life can get in the way and it’s tough to push through it. One of the hardest things was creating the lighting system as ending up rebuildings the existing levels from scratch, the way the lighting looks now is so worth it though. I’ve learned a lot on the development journey, one lesson, in particular, is to always keep backing up regularly. I lost around 3 months’ worth of work just before Christmas which hit me hard, but again Alien Scumbags has come back better than before.

 

How close are we to seeing the finished product? 

I aim to have it finished by the end of the year, of course, we still have the game in early access as we like the idea of people who play it having the opportunity to have their say. 

 

Though the influences for the game’s style of play have been outlined on your GameJolt page, where do you draw influence from where the story is concerned? 

It’s a tough one as I just came up with the story out of the blue really. I watch a lot of horror films and wanted the story to reflect my love of that film genre. A lot of what created the story is the monsters that I created prior to it being created, I needed to be able to link everything together.

 

What has been the most exciting aspect of development? 

Seeing it grow from being a gamejam title to something that people really love to play. I would say also managing to create the lighting system was super exciting as I really enjoy playing around with the different effects I can create with it.

 

Alien Scumbags 2

What has been the most challenging aspect of development? 

Staying motivated when something goes wrong, losing all my data, issues in my private life, sometimes it makes you want to throw the towel in and give up, not to mention having anxiety issues too can also give you the feeling that your game is not good enough. I have kept pushing forward though and every step is worth it when I look back. 

 

How important has community feedback been in shaping the game into what it is now?

Extremely important, for example, the game didn’t have an aiming reticule, to begin with, no run, no air boost, and right at the beginning no health bar. A lot of these improvements may not have happened if it wasn’t for the amazing Streamers/YouTubers and other devs that have given their feedback. 

 

What further cultural references are being planned for inclusion in the final game? 

The cultural references are things that tend to be added as my mind thinks of them, I can tell you that I have planned for a while to add some other gaming references including Metal Gear Solid, you will have to wait for the next update to see that though. 

 

Alien Scumbags 3

How well has the game been received so far?

So far people have really enjoyed playing it, throughout its development people have found little bugs and such but the majority of people have really enjoyed it. I make sure to patch out any issues people find on streams asap as I want the game to be as polished as it can be. We have built a small community of great people and hope this continues as we continue with Alien Scumbags.

 

What platforms are you looking to bring the game to? 

PC is the only platform at the moment, however, we would be open to chatting with publishers about bringing it to other platforms if there was interest.

 

What would be next for Monster Finger Games? Have further ideas for games been considered yet?

Not sure what our next title will be following Alien Scumbags. We had started work on Super Bombardier, but who knows what the future will bring.

 

Do you have any advice for aspiring developers that may be reading this? 

The best thing to do if you want to make something is to do it, I would also say to try and think about something small initially and work up from that, releasing a game really teaches you a lot of lessons. Above all else enjoy the journey and don’t think too much about the finish line.

 

Where on the Internet can people find you? 

I am most active on Twitter @kkindiegame, you can email us at:

monsterfingergames@mail.com 

We have a Facebook page too at https://www.facebook.com/monsterfingeruk/ We also have a website at www.monsterfingergames.com 

 

Do you have anything else to add?

I want to thank you for this opportunity, it’s been great, and really enjoyed chatting, DM me anytime. I also want to say a massive thank you to every Streamer, YouTuber, Blogger, and fan that has supported the development of Alien Scumbags.

 

I would also like to take this opportunity to thank James for agreeing to answer what questions I had and to wish him the best of luck with the game. I certainly had a lot of fun playing Alien Scumbags even this early on in development and if anyone wishes to experience this title for themselves, the game is available to download from the team’s GameJolt page via the link below:

https://gamejolt.com/games/alienscumbags/312460

I hope you guys enjoyed reading this article as much as I enjoyed composing it and hope you all enjoy playing Alien Scumbags.

Game on,

Scouse Gamer 88