Category Archives: Indie Games
Yeah, what has it been, like a year or whatever since I’ve done anything with this site? Bottom line is, I’ve been in a financial crisis and I haven’t had time to do anything that doesn’t involve making money.
Anyway, I’ve had some free time lately and want to dive into this site again. First off, I’m creating a new site for selling NES repros, which I will keep separate from this one. I will still use this one however for just random brain poops about video games though should anyway still be interested in reading. That being said, if anyone would like to join me, or perhaps be interested in me joining them, let me know. Together, our powers combined….. do I go with a Captain Planet quote here or Wyld Stallyns?
To sum things up, I am interested in two things:
1) Someone who is interested in doing something video game related such as working on this site, longplays, let’s plays, video game music, etc.
2) Someone interested in making video game repros. I have the technical skill, I would be looking specifically someone with artistic skill to help me make better artwork.
Should someone contain both these qualities, awesome, definitely hit me up.
Is it wrong that the main reason I’m excited to get a PS4 is so I can play Octodad: Dadliest catch? Forget The Order. forget Killzone: Shadow Fall. All this new technology, stronger, faster processor, but somehow the thing that stands out most is Octodad. I’ve watched the trailer more times than I watched the trailer for the Lord of the Rings when that was new and I watched that like twice!
If you were to ask me what the point of the game is, I would say, “Point? There is no point! You’re an Octopus married to a human woman with human kids and you’re dressed in a suit. Why in the name of Vishnu’s scrotum would I need the game to have some kind of further point?” And that really is the long and short of it. You’re a cephalopod, (an exclusively aquatic class of mollusk commonly with large heads and a series of tentacles, ie. octopus) trying to blend in with the human world without having your secret discovered. You’ll bumble around your day, attempting to do routinely mundane tasks with your floppy octopus arms and legs without trying to raise too much suspicion.
This was originally a college project, which is available for free to download HERE. However, Octodad: Dadliest Catch won’t be available until sometime in early 2014.
You can check out the trailer below. I love the theme song.
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I had been working on my own review of the OUYA, which I believe is rather amazing – the OUYA, not my review. I was then introduced to this video that a friend of mine produced and, well, it’s way better than anything I could come up with. So instead of posting my completed review of the OUYA, I choose to show you this video by aspiring, young, thought provokingly gifted, journalist/videographer/comedian, Michael James Yohe. Enjoy.
YES! It’s finally happening.
Just listed on Kickstarter yesterday, Conatus Creative, a Canadian based indie developer and all around super fans of River City Ransom, somehow managed to obtain the license and are creating one hell of a sequel over 20 years in the making!
Before I get into all that, allow me to refresh your memory on a few things. Over 2 years ago I first caught wind that they were going to be making a River City Ransom 2 – that never happened. I look back at that post now and laugh at the estimated summer 2012 release date (River City Ransom 2 FINALLY!!!). Then, earlier this May, I heard another developer was working with the publisher of the GBA re-release to create an official North American sequel to River City Ransom. They had nothing but a sad little site asking you for your email to sign up for more information (This Game Makes me Want to BARF). I was a little concerned this attempt at a sequel was going to be another shattered dream. BUT a week ago I got an email from them stating they would be up on Kickstarter the following week! OH JOY! After checking out the Kickstarter page, I couldn’t be happier with the direction this game is taking.
So, first off, they are treating it as a true sequel to River City Ransom – River City Ransom: Underground. Not Downtown Nekketsu Monogatari 2, the Japanese version which features Kunio, main character in the long running Kunio-kun series. This is Alex and Ryan, about 25 years after taking on the girlfriend-abducting Slick and his endless army of high school gang members. Alex and Ryan are pushing middle-aged now, still friends, and run their own business together, and more importantly, still kick ass together.
It’s looking like there will be a great deal more playable characters other than just Alex and Ryan and unlike it’s predecessor, there will be a slew of different moves unique to each character. But they say they want to keep what made RCR great and not pervert the essence of its awesomeness. Like what Capcom did to Final Fight when they tried to make another one of those. There will be new moves, new shops, new items, and I’m sure new updated game mechanics, but as fans of the NES classic, they have every intention of staying true to the original. They’re going to be letting backers in on some small aspects of the game development such as gang member names, streets, and shops, and if you have considerably deep pockets, even put your likeness into the game as a boss.
I feel like a little kid waiting for Christmas. Set to be released this time next year, we have a bit more waiting to do than a nativity calendar would afford, but if it’s been since 1989, what’s one more year?
So you want the bottom line? Funding this game on Kickstarter will make the world a better place. River City Ransom is the best brawler ever. Yeah, I just made that claim, and if you disagree then you’re just wrong. So if these guys at Conatus Creative share even 1/100 of the love I have for RCR, then this game will be so good, it will probably cure cancer!
If you haven’t figured it out already, you can click either of the pictures or HERE if you want to go to their Kickstarter page, and YOU DO WANT TO.
It’s no secret that I have a mega boner for Mega Man. When I heard that Keiji Inafune was leaving Capcom and they were ultimately canning their Mega Man Legends 3 project, it was bad news bears for me and many other Mega Man fans worldwide. Inafune, refusing to accept defeat in, what he thought was, the failing Japanese game development community, eventually went on to form his own development studio called, Comcept, bringing other Capcom talent with him.
On August 31st, Comcept brought their Mighty No. 9 campaign live on Kickstarter. In less than a day, they already had met their funding goal. Clearly this was the answer Mega Man fans had been waiting for. What is Mighty No. 9? Go look for yourself on their kickstarter page. It’s basically an updated Mega Man style game, enhanced for a new era. It will have the same classic 8/16 bit style of gameplay, but they will be taking fan input to help mold their game. You play as Beck, the sole robot to not be affected to a insanity causing virus which causes other robots to go berserk. Fight through levels in any order you choose and mix it up with an evil robot boss at the end (sound like Mega Man much?)
The game is being developed for PC, and recently announced, PS3, Xbox 360, and Wii U. However, it has an estimated release day of April 2015. With almost 2 years to go, the gaming landscape will undoubtedly change quite a bit, so I’m sure we’ll see additional releases on the newer systems as well. The PC will support gamepad controls, which are 100% necessary as anyone who’s tried to play a Mega Man game on emulator with a keyboard should know. And if you’re saying, “Well I have no problem playing NES emulators with a keyboard,” shut up, I wasn’t talking to you. It’s hard for me? OK?!
I really can’t express in words how excited I am. They even are releasing retro style box art and manuals. The only thing that could make me happier is if they have a physical disc to put in that case rather than just a digital download.
Awhile ago, back in July of 2011 to be specific, I found out that River City Ransom 2 was in production and was set to be released later that summer in Japan and sometime in 2012 here in the states. Well it’s the spring of 2013 now and it looks like the game has been put on hold indefinitely. *sigh*
About a month ago, indie game developers, Combit Studios, fellow fans of River City Ransom, announced that they will be making an official follow-up to River City Ransom. *rejoicing*They will be working closely with Million Co., publishers of 2004′s River City Ransom EX for the Game Boy Advance.
Set to release summer 2014, there really isn’t much to say or show yet as the game has only just begun the early stages of development. However, if you share the same eternal love for the River City Ransom that I do, you can sign up on the coming soon RCR site for email updates,
Capcom hasn’t entirely forsaken their Mega Man fans. Many were pretty upset when they pulled the plug on the Mega Man Legends game for the 3DS. But now they bring us, in my opinion, a far more scrumtrulescent addition to the Mega Man universe, a clash of my two favorite Capcom franchises – Street Fighter X Mega Man!!!!!!!!!!!!!!!!!!! (there aren’t enough exclamation points in the world to express how awesome this is, so I’ll just stop right there).
This project was officially backed by Capcom, so it’s no mere level hack with new sprites. From the ground up, this is essentially a whole new installment in the Mega Man series. It’s everything you love from an 8-bit Mega Man game complete with 8 bosses, weapon upgrades, top-notch platforming action, and a soundtrack that feels perfectly in step with what you’d expect.
The best part is that it’s totally free to download. However, at the time of this writing, it’s PC only. I honestly don’t ever see this becoming an XBLA or PSN download, and as such, since we’re relegated to playing it on PC, a keyboard just doesn’t cut it for the precision required to adequately perform in a Mega Man game. If you don’t already have one, get yourself a standard gamepad for your computer. I recommend RetroZone if you want to get that authentic NES gameplay feel.
So what the hell are you waiting for? Go download this now! Who knows if they’ll keep it up forever? Just click on the picture up top.
At the time of this writing, I’ve played through nearly all of X-COM: Enemy Unknown so I feel that, aside for maybe a few things that happen at the end that are yet unknown to me, I am hopefully pretty accurate with this info. I’m not here to review the game; you can read about that anywhere considering this is a pretty high profile game. I am here to discuss the differences between the new Firaxis developed reboot and the original strategy masterpiece by Microprose. First and foremost, I know most people are saying they’re dumbed the game game. I don’t know if I really agree with that sentiment per se. Streamlined, definitely, but not necessarily dumbed down. Many of the micromanagement facets of the game that might have bogged down gameplay have been cut or changed and what remains is a sound strategy game where they leave you to focus more on the tactics of combat.
However, most of the things they removed are things that I liked. My list of grievances is as follows:
- Having multiple bases is gone. It’s not something that would be required the way the new mechanics are set up, but I enjoyed this level of management.
- Your soldiers level progression is predetermined. No longer are their stats determined by how you outfit them and method of play.
- Rockets have been nerfed. Heavies can only carry 1 rocket per mission (2 with an upgrade). There are no inventory slots to take extra rockets and incendiary rockets are gone completely.
- Aircraft options are limited. Hybrid craft are non-existent (to my knowledge) which means that shooting down a craft and mopping up afterwards can no longer be a simultaneous affair.
- Interceptors cannot be sent out in multiples. You can only send out one at a time and hope for the best.
- Selling items is limited to only what is salvaged from aliens on a mission. You can no longer sell weapons, gear, items, etc, from your own stores.
Then there are some things that I’m mostly indifferent about. I acknowledge their change, and I can see why they did it, but either way would have been fine with me. Gone now are the different types of shots. Aimed shot, snap shot, auto shots are all gone leaving everyone with just a generic fire mode. But Time Units are gone as well, so the amount of time each soldier used to line up a shot is irrelevant now anyway. TUs have been replaced with each soldier simply being granted 2 action points a turn, which allows them to move and then have 1 action or spend the entire turn running. Though this leaves less flexibility with what each character can do per turn, that also makes you think harder about what they must do. Setting up your soldiers personal inventory has been simplified, making it easier to just jump into a mission, but it also limits what they are able to carry, but that again makes you think harder about what to do with what you’re given.
Some changes they made are definitely logical choices that made the game better:
- Movement is far more fluid. Climbing, getting into cover, ducking, etc, happens automatically and doesn’t require a specific button press from the command icons.
- Soldier classes. I know I said i don’t like that you can’t customize your soldiers as much, but having classes is great. Each class gets specific abilities that help further personalize them and add a new element to leveling up rather than just increased stats and researching new weapons.
- New armor. All over the place. A handful of new armor types that have nifty functions like cloaking and grappling hooks.
- By far the best – and by today’s standards, necessary change – is the addition of multiplayer, complete with leaderboards and customizable teams. The only thing I could hope for there would be some kind of co-op mode, but I won’t cry about it.
You can say this game has been dumbed down, but it’s really just a different type of game. They wanted to take the focus off micromanagement and base development and put it more into the action and combat experience. Much of the tedium from the original game has been broken down, though I enjoyed parts of that tedium. Yes, they did simplify a lot, but the quality Firaxis put into X-Com: Enemy Unknown stands up on its own against the original. Plus, this is the most intelligent and tactically sound game that has been released on a console in years
For those of you who do actually come to this blog and follow it to any degree, I apologize for it’s rather lacklusterness lately. I’ve been super busy trying to buy a house, trying to get a new car, looking for a better and more fulfilling career (partly because I never saw the job I have now as a career). If anyone knows of any job opportunities around the southern NH area, seriously, let me know. I’d be willing to do nearly anything as long as it gets me out of my current situation. That being said, the car and house part of my time consumption are almost taken care of and once that’s squared away, I can get back into some serious gaming.
Over a year ago, I did a small piece on the game here, and finally, after years of waiting, it’s out! Notice the release date on the banner? Yeah, been waiting a long time.
Now the sad part – I haven’t received my download code yet! I had this thing pre-ordered forever ago. I was supposed to get a steam code, but I haven’t gotten it yet! I’m so friggin anxious to play this game, I’m about to just pay for the damn thing again and download it right away.
Tribute Games , the team that brought us Wizorb, and more importantly, Scott Pilgrim Vs. The World: The Game, has a new upcoming Kickstarter-funded project in the works. Mercenary Kings will be a 2D platformer that looks like an absolutely bombastic, kill-spree, weapon-fest…. with very cute animation. It’s like if Contra and Metal Slug had a chibi wedding with Hello Kitty. The thing I’m most interested in is their gun crafting mechanic. Apparently every part of your weapon is customizable, allowing you to make all sorts of (hopefully very wacky and ludicrous) gun bastardizations. The game boasts 4 player local co-op, and will be available on a number of platformers including PC and the upcoming OUYA. Now if they could only get Anamanaguchi to do the soundtrack for them…
Anyway, I really don’t have much else to say about the game that you can’t read for yourself on their own page. So go there, check it out, watch their video, and get excited dammit!