Tag Archives: PC

Platypus (PC, PSP, iOS, Windows Mobile & Xbox 360)

Developer(s) – Squashy Software

Publisher(s) – Idigicon

Designer – Anthony Flack

First released back in 2002 and then later ported to a wide variety of different systems, Platypus is a scrolling bullet-hell shooter that makes use of digitized sprites and scenery to create a claymation effect, similar to games like ClayFighter and Skullmonkeys. When I first picked this game up some time ago, I first got the impression that it was a particularly unassuming title, as it was insanely cheap and the box art looked quite substandard. But when I started playing it, I was immediately enthralled with it and largely taken aback by just how good it is. When I subsequently did my research on it, I later found out that not only did it spawn several ports to different consoles and even mobile phones, but that it also got a sequel five years after the release of the original. Researching this game also made me understand what a labor of love it is for many different reasons. 

Graphics – 8/10

To reiterate, the game adopts visuals inspired by claymation, making it a particularly quirky-looking title. It’s vibrant, colorful and it also has a decent amount of variety in both level and enemy design. I was also ready to argue that the game’s first two levels look somewhat similar to each other but after finding out the process behind the making of this game, I knew that I would’ve been far too over-critical. The game’s designer, Anthony Flack, cited that at the time of the game’s development, there had been limited availability of plasticine in his home county of New Zealand. Therefore, he used one lump of it to create every scenery element and individual sprite within the game, photographed them one by one and used photo editing software to color them in various different colors. Personally, I’m amazed the visuals of this game were essentially the work of one man and how well it panned out given the outlandish creative process behind it. The soundtrack is also particularly impressive, comprising of remixes of tracks from old Commodore 64 games; it’s a pretty tokenistic thing for any Commodore fans playing the game who may spend time trying to figure out which game each individual track is taken from. 

Gameplay – 8/10

The game is also particularly fun to play; albeit challenging. It plays out very similar to the likes of Defender or Gradius, with players able to grab a variety of different power-ups throughout in order to gain a foothold against hordes of oncoming enemies. But what makes this game different to the aforementioned examples is that the power-ups, throughout certain instances within the game (especially the boss fights), become more or less a necessity, adding to the game’s sense of challenge. It’s difficult but not inaccessible, as although players may struggle at first, the general strategy is simple enough to exploit. The boss fights in each level are also pretty well throughout. For example, I couldn’t help but wonder whether or not the first boss fight was inspired by the Forever Train from Star Fox 64. 

Controls – 10/10

As I always point out with games like this, what cannot be tolerated in a game that relies heavily on individual skills to get through are problems with the control scheme because, in a massive way, it negates the point of having a challenging title and makes it pretty much unplayable. I was very happy to discover in this game that there are no issues with the controls, which although was to be expected since the formula has been tried and tested for many years throughout various generations of gaming, it’s always reassuring when a player dies in-game, it will be down to awareness of their surroundings whilst playing. 

Originality – 8/10

Although this wasn’t the first game to use digitized sprites or even claymation, Platypus is one of the games that make players think that it’s far too distinctive to be unheard of on an unjustifiable scale. It blends classic side-scrolling shooting action with a quirky, colorful and unique art style, which certainly will have made it stand out within the circle of independent PC developers throughout the early 2000s and it’s still an experience that remains quite distinctive today. 

Happii

Overall, Platypus is a fun, great-looking game with a great deal to offer in terms of both and replayability. It’s a game that I thought would most likely be another write-off from the word go, but it ended up being something far more special than that and I whole-heartedly recommend it. 

Score

30/40

8/10 (Very Good)

Sheep (PC, PlayStation & Game Boy Advance)

Developer(s) – Mind’s Eye Productions

Publisher(s) – Empire Interactive

Released back in 2000 and receiving mixed to positive reviews upon release (including a nomination back in 2005 from Computer Games Magazine for best classic game of 2000), with most reviewers drawing comparisons to Lemmings, Sheep is a puzzle game whereby players must herd sheep from the start of stages to the end. I went in not expecting much of this game, since on the face of it, it was cheap, primitive-looking upon first inspection and seemingly developed on a budget by a somewhat renowned company at the time. However, I wasn’t overly disappointed with the game since, though not without its faults, was fairly enjoyable to play and challenging to boot. 

Graphics – 7/10

As I mentioned previously, Sheep has drawn comparison mostly to games like Lemmings and Worms as in terms of gameplay, it seems to be a game within the same strata. In terms of visuals. However, I began drawing comparisons to the original Blood Omen with its top-down view and pseudo-3D graphics; so much so that I wonder whether or not both games were made on the same engine in fact. The cartoonish aspect also reminded me uniquely of the Toy Story game released on fourth-generation hardware. Where the visuals are concerned, it does have a certain charm to be enjoyed that is comparable to Worm, between in-game graphics and the various different cutscenes throughout the game. 

Gameplay – 7/10

The concept of gameplay is to try and herd sheep from one end of each level to the other within the time limit allocated, with additional bonus points up for grabs depending on the time each level is completed in as well as gaining bonus points for herding sheep through additional obstacles across each level. I’d seen herding mechanics in games prior to playing this, such as in the original Jak and Daxter for example, but nothing anywhere near to this extent or to this level of challenge. Overall I was pleasantly surprised to find out how well this game plays out and how unique it is compared to most PC games released at the time. 

Controls – 9/10

The mechanics of the game are pretty well thought out and there is a minimalist amount of issues with the controls in conjunction with this. The only problem that I had with the control scheme is that it is a little difficult to get to grips with at first; especially since it’s not specified at first which buttons do what throughout the tutorial. But once figured out, it’s easy enough to get to grips with. The programming is a little bit questionable since sheep can sometimes veer away regardless of what commands the player gives, but these things aren’t enough to cause too much of an issue throughout playing. 

Lifespan – 4/10

The game can be made to last 3 to 4 hours overall, which is definitely the most disappointing aspect of this game since with a concept as unique as it is, it needs to be made to last as long as possible and I think it could’ve easily been made to last at least twice as long. It’s surprising to me that the developers chose not to release a sequel as it’s also a formula that could’ve also been extensively modified in terms of gameplay as well. It vaguely reminds me of what Hogs of War 2 may have been if it had seen the light of day. 

Storyline – 5/10

The general gist of the plot seems to be that the sheep that are to be herded throughout the game are in fact aliens from another planet and they must be herded in order to stop a mad scientist named Mr. Pear, but it’s not an aspect that adds a great deal to the game, since throughout, it’s only vaguely touched upon and not ostensibly given any true clarify, so it’s much more difficult to get invested in than in other games. But ultimately it doesn’t mar down the overall experience too much as it’s not truly a game that played for it’s story. 

Originality – 7/10

As I said, Sheep was one of the more stand-out gaming experiences on PC at the time of its release, as what most of what was being released on PC at this time was RTS games or god games. Whilst I didn’t play it when it first came out, I can understand how many gamers who did so would’ve most likely seen it as a breath of fresh air compared to most other PC games whilst playing something more akin to what was being released on home consoles. Mind’s Eye Productions, throughout the company’s life cycle, would mostly develop games based on popular licenses such as Starsky & Hutch, Thomas the Tank Engine and Monopoly, so coming up with a unique concept like this would have felt like a breath of fresh air to them as well that they would have wanted to put as much effort in as possible and for the most part, that does show. 

Niiutral

To summarize, Sheep is a game that is enjoyable to play, especially those who are looking for a stern challenge among classic PC titles; though not without its flaws. It’s a fun game that the developers clearly had a lot of fun creating themselves and stands out as one of their better games before the company’s acquisition by Disney back in 2005. 

Score

39/60

6.5/10 (Above Average)

Gunpad (PC)

Gunpad (PC)

Developer(s) – Megaware Games

Whilst spending the last 4 to 5 years collecting old PC games at a ridiculously prolific rate, there was always bound to be a mixture of obscure gems, adored classics and immediate write-offs, as with any video games console. But with old PC games, the balance has been particularly interesting to behold. But I’ve found that not many PC developers perpetuate this balance quite like the developers in question in this review. Megaware games was an outfit based in the Netherlands, who made their business selling mostly games based on classic arcade titles, which in terms of quality were very much hit and miss. Eventually, they would break the mould and make a couple of unique titles of their own, such as Sleepwalker and Alien Logic until the company shut down as of 2007, but in this review, I’m going to be looking at one of their worst titles. Gunpad is ostensibly a 3D version of Pong, only players are also able to attack each other whilst knocking the ball back and forth. It sounds interesting in concept, but when I witnessed just how badly this game was programmed, it felt like a massive disappointment in the end.

Graphics – 4/10

It wasn’t only disappointing in terms of badly it was programmed, however; rather it was disappointing from the ground up. The game has only one stage to play in and because of that, as well as other aspects, it becomes very repetitive very quickly. There wasn’t even any music composed for it. Whilst I may be able to appreciate that Megaware may have been operating on a budget, I’ve met developers at Expos who sold games door-to-door back in the 80s when they were children that had better graphical quality than this. Whilst the visuals may be about average for the time on a technical level, the developers would’ve simply been better off making a 2D version of Pong with multiple levels than blowing all the budget on what we were given. 

Gameplay – 2/10

The game simply involves racking up more points than the opposition whilst avoiding their attacks. I couldn’t even be bothered to find out what buttons to press to attack back, since the developers even neglected to add a menu to show which buttons did what. After 3 games, I called it quits. The only thing that can be done to heighten the experience is to adjust the difficulty settings, but even on the lowest difficulty settings, the game is unreasonably punishing as very little time is given to react before the start of a round. Its baffling to me how developers can sometimes screw up making a game based on blueprints that have existed for decades. Pong was created by one guy and first released in arcades back in 1972, which makes this all the more embarrassing for the 5 people who worked on this game. 

Controls – 9/10

The control scheme works well enough, but the biggest problem is the camera angle that the game employs throughout. This is actually a 3D first-person version of Pong and as such, it becomes needlessly complicated to determine whether or not the player makes contact with the ball; especially when it veers towards corners. 

Originality – 3/10

The only thing that this game has going for it against the original Pong is that the player can attack their opponent, which whether or not this hinders the CPU’s ability to bat the ball back I don’t know, since again, I could truly be bothered to find out, since I was already jaded by how lacking this game truly is in all aspects. 

Angrii

Overall, players need to steer clear from Gunpad, which won’t be too hard, as I think this review may be the first legitimate review of this game on the internet. It was incredibly disappointing in terms of every aspect involved, but at least I can say that I’ve had some fun reviewing some dross. 

Score

17/40

4/10 (Poor)

Space Invaders 99 (PC, PS1, Nintendo 64 & Game Boy Colour)

Developer(s) – Z-Axis & Activision

Publisher(s) – Taito

ELSPA – 3+

Paying homage to the original 1978 classic arcade title, the updated version of Space Invaders, released back in 1999, was far more than a simple remake; the developers rebuilt the game from the ground up, giving it a new lick of paint in terms of visuals and concept design and giving players much more to play for than a high score. Recently, I reviewed an example of how not to revive a classic arcade franchise in Dig Dug Deeper. But to counteract that, I thought I would write a review of an example whereby the developers got it right and Space Invaders 99 certainly got it right. Although I do have to say as a prerequisite that I did spend a lot of time playing this game when it was first released, it’s an experience that still holds up to this day. 

Graphics – 8/10

From a technical standpoint, Space Invaders 99 is more or less on par with most PC games released at the time, as well as what was being showcased on fifth-generation hardware; which makes it seem all the more disappointing to know that there was a canceled Dreamcast version. It makes me wonder how the graphics would’ve possibly been updated for early sixth-generation hardware. But nevertheless, it’s in the conceptual design where this game truly comes into its own. The developers redesigned everything from the player’s ship to the enemy ships and added new graphical features such as the selection of different levels to progress through, as well as a series of boss fights. The soundtrack that was composed for the game also fits the game’s atmosphere perfectly, sounding foreboding yet otherworldly at the same time. 

Gameplay – 8/10

Having the template of the original game to work with, the general formula is the same; players must destroy incoming alien ships before they reach the bottom of the screen. However, what makes this incarnation of the game stand out from the original version is the plethora of new gameplay features, including a variety of different weapons to use, boss fights at the end of each level and a surprising amount of unlockables, including a port of the original game thrown in for good measure. It also exemplifies how new gameplay features can coincide with new enemy designs, in that different weapons are accessible by killing four of one enemy type in a row. Players also have to strategize differently in accordance with each boss fought throughout the game. It’s a lot like Titan Attacks, only released over fifteen years earlier. 

Controls – 10/10

On console and PC and like the first game, the control scheme is easy to get to grips with, even for entry-level players, not coming with any unnecessary complications or the kind of silly oversights that came with the likes of Dig Dug Deeper. They’ve also been updated in accordance with the additional gameplay features available to be taken advantage of, which only makes this game all the more impressive. 

Lifespan – 10/10

Although the main game can take less than 2 hours to complete, depending on the difficulty settings, it’s a game like Star Fox 64, which although it can be rushed through, it can also be played and enjoyed on far more than one occasion and in a relatively short span of time. It is most definitely a game good enough for repeated playthroughs; add to that the fact that the original game can be unlocked, thus increasing the game’s longevity even further. Whilst most kids I knew at the time were playing Gran Turismo 2, I was hooked on this. 

Storyline – 6/10

The game’s story is simply a basic premise; Earth is under attack by alien invaders and a sole fighter pilot is tasked with repelling them. But what makes this game’s story excel beyond it being a simple basic premise is how it is portrayed. There’s a cutscene for both the start and the end of the game, which portray the player-characters struggles and triumphs, as well as a foreboding portent at the end. Of course, players ought not to be looking to play a game like this to immerse themselves in the story, it’s just a small tokenistic thing added to the game to give it that extra push over the line and it does make the experience all the more enjoyable for it. 

Originality – 7/10

Although this game largely copied a blueprint that had been around since 1978, this version of the classic arcade game didn’t simply copy the formula, but it reinvented it with the inclusion of the many new graphical and gameplay features it has. It was games like this that also would’ve been instrumental in setting the precedent for many indie developers to do the same, such as with Titan Attacks and Ultratron. It’s a shining example of how a team of developers don’t simply revamp a classic game for the sake of it, but also making the gameplay experience their own. 

Happii

Overall, Space Invaders 99 is a wonderfully crafted and highly recommended take on the original arcade version of the game. It’s a wonderfully innovative and a charming labor of love that shows the developers all put 100% into making it, evidenced in every detail. 

Score

49/60

8/10 (Very Good)

Dig Dug Deeper (PC)

Developer(s) – Creature Labs

Publisher(s) – Infogrames

ELSPA – 3+

Released at the start of the century and 19 years after the original game, Dig Dug Deeper was an attempt to bring the popular arcade game into a new era of gaming, sporting 3D graphics and combining elements of both Dig Dug and Dig Dug II and adding one new gameplay feature along the way. But after playing 10 minutes of this game, it became very clear within that short span of time that the 3D take on Dig Dug fell well short of its immensely popular predecessors and that the inclusion of 3D graphics was much more of a gimmick than what it ought to have been for the time. 

Graphics – 5/10

The game’s visuals from a technical standpoint are comparable to that of early PlayStation 2 games such as Eternal Ring or the original Summoner, albeit with not as much variety as even either one of the aforementioned. The stronger point regarding the game’s conceptual design is the variety of levels there are. Each of the five planets the player must traverse throughout are themed differently, though the first two levels are suspiciously similar to one another. But the weaker points to make about the visuals are that the same enemies keep repeating throughout each world, which demonstrates a lack of imagination on the developer’s part. Ultimately, this makes the idea of having multiple themes worlds all the more redundant as a result since players would most likely expect different themed worlds to be much more attached to the gameplay than what they are and maybe even pose different kinds of challenges as a result for players to adapt to each level. But because the enemies repeat, all the different kinds of levels there remain simply something to look at and as a result will most likely leave players less invested in the game. 

Gameplay 6/10

I’ve scored the gameplay low for largely the same reasons I’ve already discussed. The game involves the player traversing from planet to planet and eliminating the monsters burrowed underground and in each planet’s overworld in addition, like Dig Dug II. This is done on each planet until the player reaches the end. It plays out much like the original two games, though ironically, it feels like there’s much less to play for since the high score in the original arcade game was put in place to be beaten by the next person who played the cabinet. However, because this game is fractionally more story-driven, it makes the high score system redundant as well, since whilst players are trying to immerse themselves in the story, the high score becomes secondary. The problem being is that this game falls painfully short on story as well as gameplay and thus all supposedly essential elements of the game are neglected making the experience feel much more finite. The one gameplay feature that was added was the inclusion of different power-ups for the player to take advantage of, but it’s pointless given the fact the enemies all behave the same throughout the game anyway. 

Controls – 8/10

Playing out in pretty much the same manner as the first two games, Dig Dug Deeper also follows the same control scheme of going from world to world burrowing underground and eliminating enemies before they escape from the tunnels. But whilst neither of the original games had any issues in regards to the controls, somehow, the developers messed this up as well, since the controls at times can be particularly unresponsive; most prevalent when trying to burrow in different directions underground. It may be argued that it was due to the developers having to make the transition from 2D to 3D, but even so, to program a game this badly after having supposedly followed a blueprint that had been around for 19 years at that point, it’s quite embarrassing to see that the developers had issues in regards to the controls. 

Lifespan – 3/10

Overall, the game takes around 25 minutes to complete depending on how much player adapts to difficulty as well as coping with the control issues. It may be made to last longer for the seven people who at point might still be worrying about their high score, but the original arcade game has retained its popularity for over 30 years for a reason; it’s far superior. 

Storyline – 1/10

The story of the game is basically the gameplay concept; traverse each planet and kill monsters. The only viable story element is that the character’s name is Taizo Hori and I had to look up the game on Wikipedia to find that out; the developers couldn’t even be bothered mentioning that. But because the game has this less than acceptable story attached to it, again, it devalues the rest of the game by not putting an acceptable amount of focus on elements that matter most. 

Originality – 4/10

The most original thing about this game is its variety in level design, which whilst on the face of it might seem like a step up from Dig Dug II since that game only had generic islands due to the graphical limitations of the time, it’s far too difficult to become invested in the fact that this game has variety in level design since it’s far more of a fleeting experience than the former in every other aspect.

Angrii

In summation, Dig Dug Deeper is a game to be avoided at all costs. I played it after having heard from word of mouth that it was a quirky attempt to bring Dig Dug into the realm of 3D gaming, but unfortunately, it turned out to be far too weak an attempt at such. 

Score

27/60

4.5/10 (Mediocre)

Back to Bed (PC)

Developer – Bedtime Digital

Publisher – Bedtime Digital

PEGI – 3

Released back in 2014 to relatively positive reviews, Back to Bed is a surreal isometric indie puzzle game sporting a unique approach to puzzle solving, and providing one stern challenge after another. My own opinion of the game was that although I have some issues to address, I did have a fair bit of fun with this title. It stays fresh throughout, and although it doesn’t last particularly long, what there is to enjoy can be enjoyed thoroughly.

Graphics – 8/10

The game takes place within the dreams of a man named Bob, and as players can come to expect, the design of the game’s scenery is wonderfully abnormal. Each stage of the game takes place within different times of the day and the player is surrounded by increasingly strange objects, enemies and obstacles. In terms of conceptual design, it actually reminded me a lot of Monty Python’s Flying Circus, very much like Bedtime Digital’s follow-up release Figment. Throughout, the game also creates a very interesting atmosphere not only in its scenery but also in the soundtrack too; the game can generate a sense of comedy one minute, and then a feeling of horror the next. The opening title screen, in particular, feels quite harrowing. In terms of fitting in with the premise of the game, it can feel like the contrast between dreams and nightmares.

Gameplay – 7/10

The concept of the game is to guide a sleepwalking man through each stage of the game until he reaches the bed so he can go back to sleep. This is primarily done by placing objects within each stage to make the man turn in the desired direction. The man always turns clockwise when into contact with an object or wall, so, therefore, the player must strategize accordingly. Throughout the game, new elements are added to heighten the challenge of each stage. There is even a small element of combat involved, as enemies eventually come into the frame, and the player must work to subdue them before leading the man to his bed. As the new elements are added to the game, it becomes even more enjoyable overtime to be challenged in so many ways. If asked to compare it to any other games, I’d describe it as a mash-up between Lemmings and Road Not Taken.

Controls – 10/10

Overall, the game’s control scheme is relatively simplistic, and therefore, there are no issues to be had with the controls. However, some of the additional mechanics the developers incorporated into this game also pretty impressive. For example, the player has the ability to traverse certain walls in order to reach otherwise unreachable areas or to collect objects.

Lifespan – 3/10

Disappointingly, the game can only take up to 4 hours to complete to 100%, which was a surprise to me, since given the amount of variety the game has throughout, I believe it could’ve easily been stretched to last twice as long. Though Figment would last around twice as long as Back to Bed, I thought the worst thing about this game was that it far too short-lived, and really needed to last longer.

Storyline – 6/10

The majority of the game’s narrative lies within the basic premise, which is that inside the subconscious of a man named Bob is a strange four-legged creature called Subob, who must guide a sleepwalking Bob throughout his dreams to the bed in each stage. The story is quite abstract in many respects and certain elements of which are potentially open to interpretation dependant on whichever way a player may look at it, which does give it an additional boost. Outside of gameplay, the narrative is portrayed quite well too, with seemingly hand-drawn images depicting where the story goes with each stage of the game. It’s not the strongest example of storytelling to be found within a game, but it is quite enjoyable in its own right.

Originality – 7/10

Certainly, for a puzzle game, it is also a unique title with unique elements to be found in every respect, ranging from its conceptual design to its gameplay mechanics to even its basic premise. Though I was able to do it eventually, I was relatively hard-pressed to compare it to even a few games that I have played over the years, but irrespective of that, it provides a type of gaming experience that’s not easy to come by.

Niiutral

Overall, I was relatively impressed with Back to Bed. Though I felt it should have been made to last significantly longer than what it does, it kept me challenged and entertained throughout. The gameplay never becomes weary or overly repetitive, and it’s visuals add a level of charm comparable to many other visually stunning games before it.

Score

41/60

6.5/10 (Above Average)

Cuphead (PC & Xbox One)

Developer(s) – Studio MDHR

Publisher(s) – Studio MDHR

Director(s) – Chad & Jared Moldenhauer

Producer(s) – Maria & Ryan Moldenhauer

PEGI – 7

One of the most highly anticipated games of 2017, following it’s initial showcasing at E3 four year prior, Cuphead is a traditional side scrolling run and gun game with an eye-catching and unique conceptual design and gameplay that is as challenging as it is satisfying. I first sampled this game at Play Manchester 2017 shortly after it’s release, and realized thought while it is indeed very challenging, it’s also a great deal of fun, and one of the better indie experiences of last year.

Graphics – 10/10

The game adopts the visuals style of the golden age of American animation of the early 1900s, having been influenced by classic cartoons such as Mickey Mouse and Betty Boop among many others. The games visual style was the most noteworthy aspect of it when it was first showcased, and arguably still is. Although the game’s play style is extremely enjoyable beyond it’s visuals, I believe it’s still the game’s finest point. Though plenty of games based on cartoon animation have since come and gone, few games have ever looked as compelling as Cuphead does.

Gameplay – 8/10

As stated, the game revolves around players running and gunning through a selection of side scrolling levels, but the most prevalent feature in the gameplay is the numerous boss fights throughout, which for the most part, are extremely well handled, and come with a fair amount of challenge to match. I had an extremely difficult time trying to pick a favourite boss fight in Cuphead because each one of them is memorable in it’s own right. But in the end, I decided to pick out Grim Matchstick as being my favourite, as for me, it provided the best blend of both challenge and individual conceptual design. Other outstanding boss fights in this in my opinion included Dr. Kahl’s Robot, Djimmi the Great, Ribby & Croaks and Cali Maria.

Controls – 10/10

With every intentionally difficult game I review, I always look at the controls with a greater sense of importance than other games, because control schemes in these kinds of games in my personal opinion are largely hit and miss, and can greatly affect the sense of challenge the game has to offer. For example, the original Mega Man was intentionally difficult, and as most players who have played it will testify, it is a particularly challenging game. But I personally found there to be some issues with the controls; especially in Guts Man’s stage where there is precision platforming required. Thankfully, however, Cuphead does not have these issues. If mistakes are made, it will be down to the player’s individual skill, which is the way it should be.

Lifespan – 6/10

The biggest gripe I have with the game is in its lifespan. The game, dependent on player skill of course, can take there around 6 hours to complete to 100%, which for the amount of time it took to finish, seemed somewhat uneven to me personally. I can’t deduct too many points from it in this aspect, however, for two reasons. It lasts longer than most classic games of it’s kind, and the development time was clearly put into getting every other aspect of the game right. It would have been nice to have a few more side scrolling levels added to balance out the amount of boss fights, but nevertheless, it’s a somewhat reasonably long game, and for the time players will spend playing it, they will thoroughly enjoy it for what it is.

Storyline – 7.5/10

The story follows the titular character Cuphead and is friend Mugman, who against the advice of their master, The Elder Kettle, wander off far from their home, and come across a casino. They find themselves on a winning streak at the craps table when they are suddenly interrupted by the Devil, who raises the stakes. If they win one more roll, the pair will get all the loot in his casino. But if they lose, they must forfeit their souls. Cuphead agreed, but rolls a snake eyes, and after pleading for their lives, the Devil makes Cuphead and Mugman a deal; if the pair can claim the souls of numerous runaway debtors for the Devil, he may consider pardoning them. The game’s story is simple in structure, but fairly unique in concept at the same time. It even has multiple endings, given the player’s choice. It’s the story, as well as it’s visual design, that make it clear that this game was quite simply a labour of love.

Originality – 8/10

The Moldenhauers created this game based on their own experiences of watching classics Disney and Fleischer cartoons in their youth, and in Chad Moldenhauer’s own words, sought to mimic the more subversive and surrealist elements of the classic cartoonists of the day. And subversive and surreal are some of the best words that I can possibly use to describe this game. It was enough to raise a great deal of eyebrows at E3 2014 with it’s own unique conceptual design, and it has since impressed a great deal of gamers since it’s release, including me.

Overall, Cuphead is a visually stunning and delightfully challenging game with a lot to offer both veteran gamers with an appreciation for their routes, and for newer generation gamers, who may be curious about experiencing some of the beginnings of video game design. Though it took an unusually long time to be released following it’s initial showcasing, it turned out to be more than worth the wait, and it comes highly recommended from me.

Score

49.5/60

8/10 (Very Good)

Oh… Sir! The Hollywood Roast (PC)

Developer(s) – Vile Monarch

Publisher(s) – Gambitious Digital Entertainment

Rating – N/A (Discretion advised)

Following on from Vile Monarch’s previous indie title, Oh… Sir! The Insult Simulator, The Holly Roast, takes the franchise into the Hollywood movie industry, and delivers the same level of quirky humour, and the same interesting twist on both turn-based and traditional fighting game combat, and builds on what the first game perpetuated to deliver a greater experience. I first saw this game at EGX Rezzed 2017, and was immediately smitten with it; it drove me to play the original game, but by comparison, the second is even better in my opinion,

Graphics – 7.5/10

The graphics in the series have undergone a significant overhaul compared to the original game, and the characters and setting look even better. There are more varied character and level designs than in The Insult Simulator, deviating away from the Monty Python themes of the first game, and it features a much greater level of detail. It also opens up possibilities in terms of future games in the series, and how they could be based on a wide variety of different subjects.

Gameplay – 7/10

The gameplay of the Hollywood Roast is almost identical to that of The Insult Simulator, but this time round, the developers have added a few new mechanics to the combat system; most notably the comeback ability. Player now have the options to add a comeback onto the end of their insults for bonus points. New comeback can also be unlocked for each character as the game progresses. But the biggest and best new addition to the series is the modding system. Players now have the ability to create new characters and stages within the game, which definitely gives the game an even greater level of variety what I personally thought to be possible after having played the demo.

Controls – 10/10

Just like the original game, there are no issues with the controls whatsoever, with it being a simple point and click game typical of most games that run best on PC.

Originality – 9/10

The Insult Simulator was an original game on it’s own, but The Hollywood Roast still maintains that same level of uniqueness; the difference being between the two of them is that there is far more to play for in the second game. The original demonstrated an entirely new way to play a fighting game, but this title has perfected this new style of play.

Happii

Overall, Oh… Sir! The Hollywood Roast is a more than welcome addition to one of the most unique indie gaming series I’ve ever come across. It’s fun to play, can last even longer than the original with modding possibilities, and I can’t recommend it enough.

Score

33.5/40

8/10 (Good)

Reus (PC, PlayStation 4 & Xbox One)

Developer(s) – Abbey Games

Publisher(s) – Abbey Games

Designer(s) – Adriaan Jansens, Dennis Pullens & Nick Witsel

Programmer(s) – Bas Zalmstra, Maarten Wiedenhof, Manuel Kerssemakers, Dennis Pullens, Tim de Jager & Jacco Krijnen

PEGI – 7

Developed and self-published by indie developers Abbey Games, Reus is a unique type of real-time strategy game, whereby the player must create a world and influence the populace to maintain as peaceful a civilization as possible. Overall, I was extremely impressed with how original this game is, and I would recommend it to any fan of the strategy genre who may be wanting a much different experience to what they may normally be used to.

Graphics – 7/10

Making use of hand-drawn 2D graphics, I really like the conceptual design of this game. It gives it a deceptively innocent look about it, when in fact, it can become a wonderfully hectic challenge to maintain civility among the world’s people, and provide resources as and when they’re needed, and to not overdo it in any way. The game’s soundtrack can also add to this depth in deception, as it sounds very peaceful against a potential foreground of problems that muse be solved.

Gameplay – 7/10

The game puts the player in control of four ancient gods, who must be used to create different form of terrain across the planet to allow for the development of civilization, and it’s expansion. The more food and gold mines the people are able to utilize, the more prosperous it’ll be, but more prosperous societies may become greedy and complacent, and be the subject of envy amongst other civilizations that may exist across the world, thereby increasing the risk of conflict between them, and effecting the level of peace throughout the land. Though it may not be the first game to introduce mechanics of the same ilk, as it does draw inspiration from strategy games such as Empire Earth and Sid Meier’s Civilization, it does it in a very different way to either of the aforementioned, and provides a challenge unlike any other.

Controls – 10/10

As a strategy game, it is inevitably best played on PC, as it can be quicker to issue commands to the gods and carry out tasks as and when required through the use of hot keys. But on console, it’s not unplayable; it’s still quite easy to get to grips with the controls, and the overall gameplay system. In fact, it can arguably be seen as a greater challenge playing games like this on console. I felt the same way when I played Tropico 5 on PlayStation 4, and Reus is no exception in my opinion.

Originality – 9/10

To put it simply, I’ve never seen or played a game like this before. It’s 2D graphic design and unique way of playing makes it stand out from every other strategy game ever developed. It gives testament to how willing and capable indie developers are of creating new concepts for games of pre-existing genres. There’s been Don’t Starve, Five Nights at Freddy’s and Super Meat Boy to name but a few, and Reus is as every bit as innovative as those examples in my opinion.

Happii

Overall, Reus is an enjoyable and insanely unique gaming experience that comes highly recommended from me. As a fan of strategy games, I had a lot of fun playing this title, and I’ve no doubt that other strategy game fans will feel a very similar way about it.

Score

33/10

8/10 (Very Good)

Earthlock: Festival of Magic (PC, PlayStation 4, Xbox One & Wii U)  

Developer(s) – Snowcastle Games

Publisher(s) – Snowcastle Games & Soedesco

Director(s) – Bendik Stang & Fritz Olsen

Producer(s) – Erik Hoftun

PEGI – 12

A turn-based RPG reminiscent of classic Final Fantasy or Dragon Quest games, Earthlock is a game developed by Norwegian outlet Snowcastle Games after securing $250,000 funding amidst a successful Kickstarter campaign, and later published by Soedesco Entertainment; currently one of the most prominent publishers of indie games in, having marketed games like Tower of Guns and Teslagrad to name but a few. Whilst not lasting anywhere near as long as games in the aforementioned tow major RPG series, it retains a lot of the addictive gameplay and satisfaction to be had for developing player characters, as well as a fairly intriguing story set in a wonderfully outlandish world.

Graphics – 7.5/10

The conceptual design of this game speaks to me as a combination of Final Fantasy IX and Star Wars, in that there is the element of futuristic steampunk technology, much like the classic Squaresoft game, and then there’s also the element of different alien species co-existing together, as the character Amon and his uncle Benjo scavenge together at the start of the story; reminiscent of how species exist together in the likes of Star Wars or Mass Effect. Specifically, the desert areas remind me a lot of the planet Tatooine. Though it may not stand out greatly on a technical level, the conceptual design certainly makes up or that.

Gameplay – 8.5/10

Earthlock is a story-driven turn-based RPG; the objective of which is to recruit the main characters to the party, and engage in randomly prompted battles in order to level up each characters to make them as strong as possible, in turn, advancing the main story. In addition, there are also side quests and causes to revisit previous areas, as there are places with stronger monsters, which players need to become stronger over time in order to go back to and explore. Though the gameplay formula has been replicated many times before, Earthlock still gives player a lot to play for in the time that it lasts. It also always addicting to level up characters, and gain new abilities that can be used in combat to achieve more of an edge in battle.

Controls – 10/10

The controls for these games are always very straightforward, and Earthlock is no exception. Exploration and combat are extremely easily to get to grips with, and players will not experience any unnecessary complications while playing. Seeing games like this surfacing within the indie gaming community since the start of the eighth generation has been a breath of fresh air following the unnecessary and frustrating changes made to the combat system in the Final Fantasy games since Final Fantasy XII, and the controls are a massive part of this. Earthlock is a game that gets turn-based combat right in this respect.

Lifespan – 7/10

Earthlock can take on average around 20 hours to complete, but if players are more thorough, and want to do everything possible, it can be made to last around 30 hours, and although this falls short of the average lifespan of a typical turn-based RPG, it’s still more than a reasonably long time for a game to last; especially one that was initially developed on a lower budget than the average mainstream game. To compare it to another, although the game may not have the phenomenal conceptual design of Child of Light, it still lasts a lot longer than a game in the same genre developed by a mainstream company.

Storyline – 7/10

Taking place in the fictional setting of Umbra, the story follows a young man name Amon, a scavenging adventurer, who eventually gets caught up in a huge conflict involving the Suvian Empire. The game’s plot is also quite reminiscent of that of both Final Fantasy IX and Star Wars, as many different characters from a multitude of different backgrounds form an extremely unlikely alliance to save their world from an impending threat. It’s always interesting to see these kinds of stories come together, and Earthlock, albeit to a smaller extent, tells this kind of story well.

Originality – 7/10

Though Earthlock draws a lot of inspiration from many different sources of fantasy and science fiction, as well as many classic series’ of RPGs, it still has a unique level of conceptual design that does well to make it stand out from a great deal of games; most notably in it’s character and enemy designs. Or example, in most Final Fantasy games, most, if not all of the main party, is made of humans, but in this game, almost every playable character is member to an entirely different species, and it makes the game seem extremely diverse in that respect.

Happii

Overall, Earthlock was a very enjoyable game to play, and I would recommend it to any fan of the turn-based RPG formula. It has massive abundance in gameplay and diversity in conceptual design, in addition to an intriguing story that does well to keep players gripped from start to finish.

Score

47/60

7.5/10 (Good)