Sentinel Comics #134: The Blade of Atlantis
LAST TIME (SC #133) Legacy had led the Freedom Five to finally uncover Baron Blade’s plot to use lost Atlantean technology to power his Terralunar Impulsion Beam. Unfortunately, this left four of the Freedom Five halfway around the world and unable to make it to Atlantis before the dastardly beam’s activation (loyal readers will recall that Tachyon’s super-speed had been temporarily lost along with her memories back in SC #124). With Visionary and the Inhuman Tempest lost in space and time thanks to Grand Warlord Voss (SC #130), and with Fanatic trapped in an alternate reality of Omnitron’s creation (SC #125), the task has fallen to Absolute Zero to lead a team of unlikely allies to save the world in…
Sentinel Comics #134: The Blade of Atlantis!
5 (More) Reasons for 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.
Living at the End of the World: Lone Survivor
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.
Sword. Also, Sworcery
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.
Ever-Changing: Proteus
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.
A Parable of Ambition: Syndicate
The other day I had a realization: I’ve been talking about so many smart but rough-looking indies here on Space-Biff! that I’ve totally neglected to write about something good-looking but dumb. I recently finished my second playthrough of Syndicate from Starbreeze Studios and EA, and so it feels like the time is right to talk about why I think it’s an excellent but forgettable shooter.
How the Apocalypse Goes: NEO Scavenger
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.
What’s Up (and Down) with 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).
Runewars Mega: The Index
It is with tremendous relief that I compile the index of everything I’ve written—or will write, I hope—about Runewars. Our game of Runewars took about 15 hours to complete—much longer than average—and over four times as long to write up. So without further ado (though with one further “read more” click), I present the index:









