Tag Archives: indie

Banished

A few days ago one-man indie outfit Shining Rock Studios published their medieval city builder Banished, a game which I had been looking forward to since coming across it a few months ago. So after spending a few days messing with it and giving a couple of villages a go, I’m here to give you my report on the thing.

I want to begin with by observing that Banished is, for me, a highly polished product. I have encountered no crashes, no slowdown, and no bugs, even of a graphical nature. It’s a small thing really, but it’s both impressive and a little damning that a one-man outfit can produce a game which in this regard is up to snuff where huge mexabux companies sometimes seem to struggle with it. Obviously my experience is an anecdote and in no way representative, but still nice to see.

Now to the game itself. You start with a handful of villagers, some food and tools and clothes and, depending on your difficulty level, a few starting buildings and useful things like seeds and livestock. Your task is very simple: survive. You do this by building houses, making coats, and chopping firewood to keep warm, by hunting, fishing, gathering, and farming to provide food, and by establishing the secondary industries needed to perform those tasks most efficiently, like making sure you have an educated populace using good tools, and making sure they’re healthy by providing a good mix of foodstuffs and having some medicinal herbs on hand. And you have to carefully balance and plan, otherwise you’ll be in some trouble. Expand too fast? People starve. Expand too slow? People don’t have enough kids to create the next generation. Not enough firewood and winter coats? People freeze to death. Plus there are disasters like fires and tornadoes, and they can really do a number on you. It’s a game about survival, and survival can be a brutal struggle.

A pleasant, bustling idyll. Until a tornado arrives.
A pleasant, bustling idyll. Until a tornado arrives.

One of the words I’ve seen in connection with this game is “shallow”. This game has no overarching goal beyond survival, there’s no kings to overthrow or Orcs to fight off (no combat of any kind), there’s no grand monuments to build, your only task is to keep your village going and grow it as much as you can. It’s refreshing in its simplicity and for the most part I like the lack of direction as precisely what a good city builder should provide, but it does go a bit too far in that direction, I think. There needs to be at least some higher-tier content to work towards; a grand cathedral, a big phallic monument, stuff like that. There also needs to be a bit more in the way of random decorative stuff like trees and small statues and whatnot. This sort of thing would be pretty pointless in the early game, but would help prettify your city a lot, and isn’t that what a city builder is ultimately all about?

I’m a little hesitant to just call the game shallow and leave it at that though. It’s a solid, compact title that I’ve already more than got my money’s worth out of, and I recommend it to anyone looking for a game in the genre, especially those burned by SimCity 2013. It’s by no means perfect, there are some balancing issues to work out, and the pathfinding probably needs to be tightened up. There definitely needs to be more content of some sort as well, but the dev has voiced support for modding and hopefully we’ll be seeing modding tools soon to aid in that. All in all I don’t expect this game to overcome SimCity 4 for city builder addictiveness, but it’s a very nice starting point that’s entirely playable right now and will, with some time and affection, almost certainly grow into something really special.

Y’all can get Banished on Steam, or GoG.com, or from the Shining Rock site directly: http://www.shiningrocksoftware.com/

Waking Mars Is How to Make a Good Casual Game

Recently, a game called Waking Mars went on Steam sale for a steal (and it still is on sale, by the way!) Because it had “Mars” in the title, I decided to snap it up. This, my friends, was a very wise decision. This game is more than worth the $2.50 I forked over for it. Basically, this is how you make a casual game.

It’s sort of a platformer, except you have a jetpack. And it’s sort of puzzle game, but none of the “puzzles” ever leave you frustrated. Basically the game is about exploring underground Martian caves, learning about (and growing and breeding) bizarre alien species, talking to your AI bro, and in general being comfy. Yes, this is a comfy game.

We are gonna get comfy.
We are gonna get comfy.

This isn’t a triple-A title by any means and the game is easy to pick up and learn but this by no means makes it shallow. You actually have an neat little story going on that keeps you interested throughout, and between this and the research you can do on various lifeforms (and the subsequent notes you can read), the game has a surprising amount of depth for what it is. Humor is here too, thanks to your AI companion, and so is a certain amount of thoughtfulness thanks to the main character. Speaking of the main character, he’s Chinese, and the only other human character in the game is a black woman. This isn’t made a big deal, it just… is, like any other normal thing, and I like how it’s done like that. It reminds me of Star Trek and it’s nice to see some variety in games.

Overall this is a fun and extremely relaxing romp through a mysterious and alien world and I really cannot stress how much of a steal the current sale price is. The game is also available for Mac, Linux, iPhone/iPad, Android, and probably an old toaster too, so you really don’t have an excuse not to snag this game. I mean, really, look at this and tell me this doesn’t make you want to explore strange new worlds, seek out new life and new civilizations, and boldly go where no one has gone before:

SignalChamber-Approach

Yeah, I thought so.

Buy it on Steam or at the website!

Prison Architect or, Jesus Christ How Did You Smuggle A Shotgun In Here

Introversion, makers of widely-acclaimed games such as DEFCON and Darwinia, are currently working on their newest game, called Prison Architect. In another case of games being accurately named, in PA your job is to design and run a penitentiary, somewhat in the vein of Bullfrog’s Theme Hospital. But the comparison isn’t totally accurate because although Prison Architect has a fairly goofy graphical style it plays the prison theme fairly straight, unsettlingly so at times.

The basic premise is as you’d expect from any such management game – you need an array of services (divided into rooms in this case) such as cells, kitchens, canteens, admin offices, etc., and you need to plan these out in a way that is efficient with regards to the space you’ve got to work with, your finances, and to ensure things run smoothly. This last point is where Prison Architect is clever and differs from a lot of similar games. Prisoners, of course, are not there by choice. Many of them are there for violent offences, and the stresses of prison life will mean they’re often close to breaking point and minor provocations can set them off. Prison Architect is rare, perhaps even unique, in that rather than designing a theme park people want to visit or a hospital people want to move through easily, you’re fighting against your inmates insofar as you’re trying to keep them in the prison and out of trouble.

Shape up Hannevig or you're back in Solitary!
Shape up Hennevig or you’re back in Solitary!

This creates a lot of interesting dynamics that work against each other to create tension. You want a prison that keeps your inmates in, but you also want one that minimized time spent moving around and which your staff can navigate easily. You want to keep your prisoners out of trouble, but the same gentle hand that might reduce their propensity for it will also make it more difficult to rein in if trouble does start. Conversely if you’re a brutal sonofabitch that seems fine to begin with, but your inmates will find a way to express their anger and then you’ll have to repair their toilets or replace their beds or even inform some guard’s family that he’s a goner.

Part of the reason PA is a fascinating game is of course the subject matter. Introversion have said they intend to tackle most of the issues which might arise in a prison – violence, gangs, smuggling, and so far that does seem to be borne out. It stands in contrast to games like Theme Hospital, as disease and death are serious issues but can’t be taken terribly seriously when the diseases are things like Bloaty Head Syndrome and Hairyitis. In this game your inmates are there for crimes like armed robbery, murder, and assault, and the tutorial revolves around a repentant man being sent to the chair. It’s rather affecting stuff and it’s going to be very interesting to see how the game tackles these issues at it continues to develop and more mechanics are implemented.

You may also be interested in watching this presentation by the Introversion devs; it’s a fascinating look at where PA came from and what they’re hoping to do with it.

Prison Architect is still in alpha, and it’s rather pricey for an alpha, but it’s already a very enjoyable and playable game and it’s from an eminently talented developer. If management games of this sort are your thing then rejoice, because there’s finally a good new one in the works.

I don’t want to know where Lim was hiding that knife whilst naked.

FTL: Faster Than Light

Recently released was a small indie game named FTL, or Faster Than Light, and after an eight-hour stint of WoW yesterday (WHY) I grabbed it and began to play. Then I went to bed very late. This is some SERIOUSLY addictive stuff right here.

FTL is described as a “spaceship simulation real-time roguelike-like”. This isn’t an inaccurate description. The premise is that you are the captain of a Federation starship carrying vital intelligence to put down a massive rebellion, and you’ve got to make it back to Federation space to deliver it. You do so by travelling across a number of sectors in space, jumping from star to star and investigating or dealing with whatever you find at each one, be it a station in distress, a trader, a pirate, a pirate disguised as a pirate, and so forth. Always trying to stay one step ahead of the rebels, who will sweep across each sector as you cross it and give you a serious incentive to press on.

But of course each consecutive sector is tougher and contains stronger threats, so you also want to explore and see what you can gather in order to upgrade your ship (Or just repair it after the inevitable damage you take), recruit new crewmembers, and so forth. When you’re in combat is when the real fun begins, and it’s the part that they mean when they say “real-time”. You have to juggle a number of things going on at once, directing your crew to the posts you need manned (Most things operate without crew, but they can make it work better and they can gain experience to increase this further) or reacting to various things occurring shipboard such as fires breaking out, systems taking damaged, or boarders teleporting over. Meanwhile you’ve got to decide how to use your various weapons against the enemy, what to target, whether to use or conserve missiles, and so on and so forth. It doesn’t look like much but once you’re in there it gets pretty freaking tense and engaging.

Things get way more frenetic than you might expect

At almost every star you visit you will be presented with a short text event requiring you to make a decision. Do you try and help that civilian ship under attack by pirates, or hope to sneak past? Do you want to investigate that abandoned station or just move on? These events form one of the cores of the game, and the whole thing depends on decisions you make in one way or another. They also tend to consist of the good old standbys of shows like Star Trek, so if you’ve ever wanted to deal with various unpleasant space gribblies, this is the game for you!

As for the “roguelike” appellation, well. This is some random shit right here. Your starting ship is predefined but almost everything after that, from the weapons you might find at a store to the events you encounter to the sectors within the galaxy itself is randomized. Some games will give you an easy time, some will bend you over and make you squeal like a schoolgirl on prom night. This is a game to be played and replayed, not played through once and put aside; each play will probably last under an hour and each time what you largely gain is knowledge and experience (You, the player, that is) although there are some unlocks that mix things up a good deal.

It’s also a game of hubris. Some boarders have teleported over and are attacking your weapons bay? Well we’ll just see how they like it if I vent all the air. Heh. Oh crap, their ship just blew up my O2 room. And now they’ve sabotaged my door controls so I can’t close the airlocks again. Now I’ve got to try and repair the O2 room AND door control with the air supply rapidly depleting and oh everyone is dead. The game explicitly tells you to be prepared to lose, and like any roguelike or Dwarf Fortress, that’s an attitude you’ll need to get very far with this. Losing is Fun. Still, Losing can Hurt as well, though funnily enough total defeat hurts less than losing a single crewmember can. Just between their name and a few experience-based stats you can grow attached to the little guys, and when one gets killed I tend to feel some guilt and sorrow – “Mattz was with us from the start, he saved the ship more than once! And I let him die!”

You can grab it now from Steam or GoG.com and I highly recommend you do so, it’s only the price of a movie ticket and you’ll get much more fun from this. EDIT: Thanks to commenter neothoron, who pointed out that you can also get FTL from the game’s official website for Windows/OSX/Linux, comes with a Steam key, and is DRM-free.

Konnichiwaaaaa~~~

Hello readers, it’s time we had a talk.

Pike and I have been discussing things regarding the blog and where it is going, and we have decided that in order to achieve our fiscal goals going forward we need to make some changes. Therefore The Android’s Closet is going to be undergoing an overhaul over the next week or two. Here are just some of the changes you can expect to see!

The blog’s name will be changing to Sephiroth and Naruto Discuss Japan;
Our focus will change away from any Western-made videogames, though we will still talk about Japanese ones of course;
We will be discussing all aspects of Japanese culture, from their ancient and venerable traditions to the perfect warriors that are samurai, who have never been defeated by baka gaijin in a fair fight!
We will no longer be using images from inferior gaijin shows such as My Little Pony, as they lack the art and beauty of traditional hand-painted Japanese anime;
We will now be beginning a special feature on weekends where we examine our favorite furry and babyfur fanart!
And hopefully soon, your hosts xXSephirothXx and NekoNekoKawaii~=^.^= will be actually moving to the best country in the world, Japan, in order to be a part of their superior and ancient culture!

Furry versions of Western things are acceptable, however

And here is a sample list of topics you can expect to see discussed soon:
Why Sephy-sama is the greatest character ever written in videogames, and why we want a game about The Adventures of Sephy-sama!
Why sushi and other Japanese cuisine is the only acceptable type of food!
Remaking Katawa Shoujo, but including girls from our favorite animes like Naruto, Lucky*Star, Battle Royale, and Bleach!

If this sounds like something you’d be interested in reading about, you can buy a Sephiroth and Naruto Discuss Japan pass for just 59.99 USD, and gain exclusive access to each subsequent post for just 2.99 USD per post! And if you preorder now you get to choose whether you view the posts in red, blue, or green text!

SteamQuest 2: Ben There, Dan That!

SteamQuest is a series based around Pike’s quest to play all the games she has on Steam. Which is a lot. Her definition of “play”, here, is at least one hour for smaller games and at least three hours for more substantial ones. Feel free to follow along!

Ben There, Dan That!
Developer: Size Five Games
Genres: Indie, Point-And-Click Adventure
Website: http://www.sizefivegames.com/games/ben-there-dan-that/ – and the Steam Link
Time Spent by Pike: 62 minutes – unfinished

Today’s SteamQuest entry was actually going to be about Alpha Protocol, but as it turns out my computer doesn’t want to run it. So for the time being I’m stuck running games that take much lower system requirements. Hopefully I can patch up my computer eventually and then I can go back and play the newer, fancier stuff, but until then I’m plucking random indie and/or older games off of my list. Ben There, Dan That! is one of them.

I’ll come right out and admit it: I’m not a big Point & Click Adventure game player. This isn’t because I have something against them, but I just have very, very little experience with them. It’s one of those genres that I don’t know very much about just because I’m so inexperienced with the games in said genre.

This is a quintessential adventure game, though. You click stuff. You pick stuff up. You solve puzzles by combining stuff. That’s basically how the game works. It’s not a difficult mechanic, but in this game it’s well-executed. Once you get the hang of how things work it’s very intuitive, and some of the puzzles will leave you feeling very clever indeed.

The devs are clearly fond of Sam & Max and Monkey Island (in-jokes and homages abound) and so this is an adventure in a bizarre world and off-the-wall humor abounds. Should you choose to examine a light switch in the bathroom, one of the characters goes into a very detailed monologue about said light switch, for example. The characters also poke unabashed fun at themselves (they’re based off of the devs) and at prior games they’ve made. Not gonna lie, the humor had me laughing to myself on more than one occasion. The game is also super-British, so one of my early quests was to rig up an “aerial for a knackered telly”. Yeah, it took almost as long for me to figure out what they wanted me to do as it did to solve the puzzle itself. Fortunately I can always use Mister Adequate as a translator if things get dire.

Pic related.

There’s not really much else to say about this game except that it was considerably more interesting than I initially thought it would be and it’s probably worth a look for point-and-click fans, especially since you can get both this game and its sequel in a package for $5. I think I’ll be diving back into this at some point in the future when I’m not in a rush to get a blog post out before work. Supposedly the storyline involves Nazi dinosaurs or something, and that’s clearly worth a closer look.

Moments later I was abducted by the aliens outside the window and taken aboard their spaceship. ...no, really. That's in the game.

SteamQuest 1: And Yet It Moves

SteamQuest is a series based around Pike’s quest to play all the games she has on Steam. Which is a lot. Her definition of “play”, here, is at least one hour for smaller games and at least three hours for more substantial ones. Feel free to follow along!

And Yet It Moves
Developer: Broken Rules
Genres: Indie, Platformer, Puzzle
Website: http://www.andyetitmoves.net/ – and the Steam Link
Time Spent by Pike: 63 minutes – unfinished

And Yet It Moves is a puzzle-platformer that revolves around the gimmick of rotating the screen around in order to get your character from place to place. This gimmick is not a new one and has appeared in more than one Newgrounds flash game, and if you’ve played said flash games before, the first couple of levels of this one will sort of leave you with a “Huh… that’s it?” taste in your mouth.

That’s why you need to give yourself at least twenty minutes to get to The Good Stuff.

The Good Stuff, here, are puzzles that show up in the later levels and are challenging without being frustrating. These puzzles also take full advantage of the screen-tilting mechanic and you’ll find yourself, for example, herding bats around (bats will only fly to the top of the screen) in order to chase monsters away and whatnot. It sounds weird, but it works really well, and I found myself frequently very pleasantly surprised with how these puzzles turned out.

The game also has a much lauded unique paper-cutout-collage artstyle but to be honest the game could use any style and it would still be just as interesting because of the puzzles.

Did somepony say paper cutouts?

Probably my biggest gripe with the game is one that may or may not simply be a byproduct of my own, well, derpiness, and that is that I can never remember which arrow key tilts the screen which way and then I end up killing myself as I frantically try to rotate the screen in the right direction. This killed me more times than I care to remember. This is really the type of game that would work better with some sort of tilt mechanism or something. Or maybe I am just that much of a klutz.

Regardless, you will leave the game with a sense of vertigo that has you subconsciously wanting to tilt webpages or other computer programs long after you’ve quit the game. This is really a fun, compact little game once you get past the tutorial levels and I can definitely see myself returning to it in the near future and trying to complete it. I do think the $10 is a bit steep if you’re not really into this sort of thing, but it shows up in Indie Bundles every now and again and when it does it’s worth snagging if you can.

The Binding of Isaac

There is a lot I could tell you about The Binding of Isaac.

I could tell you about its story, told at the very beginning of the game, a parody of religious tales which is certainly not the type of thing you’d find in your average video game.

I could tell you about the music, at times haunting and at times heroic, which will stay with you long after you’ve closed the game.

I could tell you about the art style, which is macabre and grotesque and not afraid to be so.

I could tell you about your character, a crying little boy who literally lobs his tears at enemies as projectiles and whose terrible life is told to you in the occasional short but effective flashback. He has no reason to live; he is unloved and unimportant, but he runs away from death anyway, for no other reason than, well… dying is scary and bad.

I could tell you about all of that in detail, but instead I’m going to tell you about the gameplay.

One of my better recent games.

This game is a masterpiece of simplicity. You run, you shoot, you explore your dungeons and you beat your bosses. This is all done extremely well, of course, but let me tell you about a few things that the game did to tweak this formula and improve it.

Firstly, in true roguelike fashion, there is permadeath. There are no lives and no continues in this game, unless you, by chance, manage to stumble upon a rare item which gives you a bonus life. But those items are few and far between. When you die in this game, you’re dead and you have to start the game over.

Secondly, the dungeons are randomly generated. No two games are alike. This goes together with the permadeath nicely because if you die, sure you lose your items and powerups, but it’s not like you have to redo a bunch of levels you’ve already done. Instead, you get to play through a whole new experience.

Thirdly, there are hundreds of little items and secrets in this game. Because your dungeons are randomly generated, you never know what items you’re going to find. All of the items do something completely different and interesting, and using them is often a surprise because you usually can’t tell what the item or powerup does just by looking at it. The game does keep track of which items you’ve found through the course of your travels, and finding all of these items (and cards, a whole different subset of items to collect) becomes this whole Pokemon-like minigame that keeps you hooked long after you may have otherwise stopped being interested.

Fourthly, the dungeon-crawling itself is just plain solid. It’s simple enough to be easy to learn and the difficulty is tweaked just enough that you’re always on your toes without feeling too overwhelmed– most of the time, anyway.

In short, this is what a 2-D action video game is supposed to be. I’m a sucker for things like the Humble Bundle or Indie Royale so I’ve played a lot of indie games lately, but this is probably the best of the lot.

You can find a pretty full-featured demo of the game on Newgrounds, and the full game is $5 on Steam. If you let the game grow on you, you won’t be disappointed.

Atom Zombie Smasher: Losing Is Fun!

This is a game I’ve had for a while but, for some reason, never actually got around to playing until yesterday: Atom Zombie Smasher. Don’t be fooled by the silly-sounding name or what appears at first glance to be a rather simplistic layout: this is a full-blown real-time strategy game, complete with troops, weapons, and evac helicopters to position and (eventually) tech to research. Unlike many strategy games, though, this particular game isn’t about deciding which of your many available units/buildings to build. Rather, it’s about the tactical execution. It’s about “Here’s your stuff and it’s all you’re gonna get for this mission. Good luck.”

There's a giant artillery cannon in the game so this image is officially relevant.

The game’s premise is simple: There’s a zombie outbreak going on and it’s your job to evacuate as many civilians to safety as possible. Get any ideas of grandeur out of your head right now: there are going to be casualties and collateral damage. A lot of it. In any given scenario if you manage to rescue about a quarter of a town’s population you’re doing quite well.

This is the map where you’re going to be spending most of your time:

Click to enlarge!

The glowing golden dots are your civilians and the purple ones are the zeds. If a zombie touches a civilian, the civilian turns into a zombie. In other words, if one purple dot touches a clump of golden dots, you can say goodbye to that particular clump. The above screenshot was taken about ten seconds after the start of the mission so the zombies haven’t had much of a chance to do anything yet, but believe me– they will.

The meat of the game is juggling the weapons, troops, and other assorted help that you’re given at the start of the mission. You’ve got various types of explosives (artillery, dynamite, landmines, etc.), you’ve got infantry troops and rooftop snipers, you’ve got barricades and zed bait, and most importantly you’ve got your evac helicopter. Watch out, though: not everything is available for every mission, so you go into each one feeling rather crunched for supplies. But that’s part of the beauty and fun of the whole thing.

One of my favorite parts of the game is that it takes “real-time” to its fullest extent. Your helicopter doesn’t just land the second it tells you to. It takes a while to do so, and then it takes its sweet time loading up survivors, and then it has to fly away offscreen somewhere and unload them before it returns. Likewise, your artillery cannon not only has a giant cooldown, but it doesn’t actually fire until several seconds after you tell it to, so you can’t just fire where the zombies are– you have to think and then fire where the zombies will be. Oh, and buildings (and your own weapons/troops) aren’t invincible to your explosives, by the way. Once I piled a bunch of dynamite around my artillery without thinking and before I knew it, my artillery was out of commission. Hmm.

The game also has an experience system so you can upgrade your stuff, and eventually you’re able to research your own upgrades on top of that.

Another thing the game does really well is give you a sense of things spiraling out of control as the zombies multiply exponentially. What begins as one or two available missions on your map turns into this after about four or five successful ones:

Take a guess what the higher numbers mean.

Oh, and did I mention that you’re racing the zombies to a high score and that every single one of those numbers contributes to the zombies’ score? Yeah. Every time you feel good about a successful evacuation mission, you’re taken to the map screen and three or four more infected areas show up and previously infected areas become… well, even more infected.

Losing is fun? Losing is fun.

In short, this is a surprisingly unique and addicting little strategy game that you will easily lose a few hours to. It’s $10 on Steam or $15 elsewhere, which might be a bit high depending on how often you play this sort of game, but I’ve seen it packed in with those pay-what-you-want Humble Bundles a couple of times so it’s well worth the couple of bucks if you ever see it there or otherwise on sale.

Come on, you really can’t go wrong with a game that involves blowing zombies up with dynamite. Right? Right.

Rise of the Indies

In contrast to my post earlier this week, I’m now going to talk about the people out there who are making games “as they want to make them”, that is to say, indie developers.

To be clear on the definition, I’m just using Indie to mean a game which is made without the financial support of a publishing house or anything.

And if you don't like my definition, you can take it up with Fluttershy here.

This has created a pretty interesting model. Increasingly, Indie games are implementing a model whereby you can pay a small sum now, in the alpha or beta stage, and get all later updates for free even after the price increases. Minecraft is the foremost example of this, but we can also look at games like Project Zomboid or Overgrowth to see the same model. This has all kinds of benefits; it brings people in and generates an active base of players before the game is officially “out”, the players can fulfill the role of testers, can give feedback and advice (If the dev wants to listen, of course), and most importantly the early sales generate money that mean the game can actually continue to be developed.

The thing is, because these games are made by individuals or small teams, and thus have far lower overheads than triple-A titles like Gears of War or Modern Warfare, they can be far, far more experimental and unique. Sure, you get games like Katamari Damacy from the bigger houses but those are the exception rather than the rule. Indie devs have an easier time in this regard. I doubt you could sell the idea of Dwarf Fortress to EA or Sony and have it still resemble DF once it’s been minced by their focus groups and marketing and what have you. Hell, you can’t even get a decent version of long-running, successful franchises like SimCity anymore.

But indie developers can. They can make extremely complicated games, niche games, experimental games,

games that are banned in Germany,

games that look like spreadsheets, games like Mount and Blade or Kenshi or a zombie game where one bite infects you 100% of the time. Or that are Minecraft, but with a dimension removed.

Which isn’t to say that all indie games are classics and we should bow down and worship their creators. Just that I have an appreciation for them because of the freedom they are afforded, compared to big name publishers.