Category Archives: Indie

Not-So-Humble Indie Bundle

I would pay two hundred dollars to play a game with all these characters.

7 days left to get possibly the best indie bundle I’ve ever seen.

I’m supposed to be finishing up a complainy article on Max Payne 3, but that’s just going to have to get pushed back to tomorrow, because this news is a time-bomb—a piñata time-bomb, filled with delicious joy and the good candies—like Arcor fruit candies, and no Necco Wafers in sight.

It’s the fifth Humble Indie Bundle, and it would behoove you to check it out and give them some money. You can pay basically any amount to get four incredible games, or pay above the average (about eight bucks) to get eight awesome indie games that will amaze and astound you. Five soundtracks (two of which I know personally to be fantastic) are included, and you get to choose (via sliders—everyone loves sliders!) how much of your contribution goes to the developers, the Humble Bundle site itself (for maintenance and such), and to two great charities—The Electronic Frontier Foundation is a non-profit group that works to defend digital rights, and the well-known Child’s Play has probably helped out a children’s hospital near you (if in doubt, you can take a gander at their map). If that sounds great, get to it: you have seven days left to be a part of this great bundle.

No reason to read beyond this unless you want a brief introduction to the games on display.

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(Not) Just Another Brick in the Wall

If you find this disturbing, I recommend tilting your head 90° to the right. There there, all is well.

A correctly-oriented screenshot from Against the Wall.

One of the primary strengths of videogames is their ability to make hypothetical worlds come alive. In the case of Against the Wall, an indie game in alpha by Michael Consoli, the world is an infinite vertical wall, made of interlocking bricks. All life—plants, humans… monsters?… well, no monsters that I encountered—cling to the side of this unforgiving plane. Against the Wall is far from finished, but it’s already shaping up to be a prime example of the experimentation, wonder, and fun that are often the hallmarks of the indie scene.

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Jumping into Endless Space

Pedant Uno corrects: "Space is not actually endless." Pedant Due retorts: "Hark, the universe is not endless, but space is." The slapfight ensues.

Space, of the endless variety. You can even click this image to make the space appear more endless.

It’s usually a matter of policy for me to refuse to read impressions or reviews of games that I’m going to talk about in order to remain pure and unsullied by the opinions of others. In the case of Endless Space, due this summer from Amplitude Studios, I played neglectful mother and left that prohibition back at the supermarket. I can now think of three possible intros, none of them mine, and all of them quite good. The only solution, it seems, is to play it straight and tell you that Endless Space is looking great.

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Chillin’ in the Pit

My default party didn't include Jules Winnfield. Now I wish I'd created a custom party.

A wallpaper image for Avernum, courtesy of the game’s site.

I love a good surprise, which may be why I’ve been playing so much Avernum: Escape from the Pit, a remake of Avernum (1999), which was itself a remake of Exile: Escape from the Pit (1995). When I saw it available on Steam, I decided on a whim to see if Spiderweb Software’s brand of old-school goodness could take root in the thorny soil of my RPG-weary heart. I’m glad I took that gamble.

Find out why, after the jump (that was for you, wedge).

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5 (More) Reasons for Running with Rifles

Yes, these are my army men. What you may not have guessed is that they were right next to my computer, ready for deployment since Christmas.

Army men, about one-eighth as fun as Running with Rifles.

Back in January, I talked a bit about my experiences with the still-unfinished Running with Rifles from Modulaatio Games. Three months later I’m still a faithful player—after all, it’s a rare game that elicits fond reminiscences of the social introversion of my youth.

These days, the game that’s helping me reconcile with my solitary memories is even better. For exactly five reasons. Let me clue you in, and in the process heal the lingering demons of your childhood.

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Living at the End of the World: Lone Survivor

Unless you find intestines happy.

The happiest thing you're going to see this entire article.

I’m not the right person to talk about horror games, because deep down (this is a secret, so please don’t tell either of the people that are under the impression that I’m undiluted awesomesauce), I’m a weenie. I thought Doom 3 was really scary. System Shock 2? Never beat it. Amnesia: The Dark Descent? Played twenty minutes and had to take a shower. Terraria? Well, that floating eyeball boss is troubling.

I did, however, finish Lone Survivor from Superflat Games (which is Jasper Byrne). This was only possible because it’s the true awesomesauce. Let me tell you why.

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Sword. Also, Sworcery

Either that or she's contemplating the absurd list of links at the beginning of this article. "Can't you trim that down?" she seems to ask with her apprehending stare.

The Scythian contemplates a mysterious island in S:S&S EP.

Long and shameful list of links: Superbrothers: Sword & Sworcery EP from Superbrothers and Capy, and featuring the delightful tunes of Jim Guthrie, is now out on Steam, which marks the first appearance of this well-received (including by Time Magazine) game on PC. Whew!

I wasn’t expecting to enjoy S:S&S EP. As it was only available on iOS-powered devices (my phone may be useless, but I pay half as much for the privilege of that uselessness), I hadn’t seen any of the reviews or buzz surrounding it. When I saw that it had made the pilgrimage from the ‘Pad to the PC, I figured I would take a look, but I assumed the transition would be marred by poor resolutions, wonky ported gameplay, and perhaps a bit too much—dare I utter the word?—pretentiousness. I mean, have you seen that title? I’m glad to have been wrong. A few hours later, I’m pleased to say that although there are times that S:S&S EP stumbles, those few instances are dwarfed by refreshing accomplishment.

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Ever-Changing: Proteus

Yes, mine. Though yours might be extremely similar. Still, mine.

My first view of the island. My island. Not yours. Mine.

I’ve been playing Proteus, a game about exploration and music by Ed Key and David Kanaga. I can tell you what it is—I already have, really—but I’m finding it difficult to shape words to fit. You see, time is not constant on one the game’s island, which is generated anew each time you play. Often the days are languorous, stretching and relaxing at their own pace. Just as often, days suddenly bleed into nights and weeks pass in mere seconds, as though you were the placid observer of a world riding on a hummingbird’s wings. It’s a game about change, and—to me—about perspective.

Take the above picture as an example. It’s pretty, but flat. As a still image, it looks like someone could draw it up in MS Paint in fairly short order. In motion, it’s something else entirely.

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How the Apocalypse Goes: NEO Scavenger

The first four are 1: Dehydration. 2: Starvation. 3: Exposure. 4: Cholera. Even the common cold is more likely to get you than zombies. Yup, nothing heroic about that.

The fifth most likely way that the apocalypse will actually end for you.

Sharing time: I come from a place where a sizable chunk of the population is actively preparing for disaster. Most of the time this manifests as food storage and 24-hour kits, but sometimes the impulse leads to arsenals and air raid shelters. It’s safe to say that I’ve become familiar with the idea of an apocalypse, so I pretty much know what I’m talking about when I tell you that when it goes down, you do too.

If you live in a city, you’re dead. Near a city? Dead. In the proximity of a highway? Take a guess. In fact, despite your location, extensive preparations, probable sticktoitiveness, sunny outlook, and rah-rah attitude, you’ll probably starve. Or contract cholera, at which point starvation starts to sound like spring break.

So it’s nice to see a game like NEO Scavenger from Blue Bottle Games. Most apocalyptic games present worlds that are dangerous but ultimately surmountable. NEO Scavenger tries something else: this is a world that’s out to get you. And it probably will.

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What’s Up (and Down) with TowerClimb

Shamelessly stolen from the Davioware site. This game definitely doesn't look very good in screenshots, so I had no pic to use for the header. Sorry, Davioware!

The theoretical game box for TowerClimb.

Possibly the best way to get me interested in a game is to compare it to Spelunky (serviceable link, fancy link). Not that Davioware, the developer of TowerClimb, has been doing this—in fact, my guess is that they’re already sick of that association, just like Aaron Eckhart is tired of his butt-chin being compared to Cary Grant’s. They’re distinct, darn it.

Regardless, the similarity in genealogy is so strong that I think we can be forgiven the comparison: TowerClimb feels like an inversion of Spelunky, and that’s no bad thing. I’ve been playing it for a bit now, and I’ve had a few thoughts about its ups (and downs).

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