March to the Moon

I refused to believe that March to the Moon was a shooter until I played it. It doesn’t look like one, and for a while it doesn’t feel like one either. Be in no doubt, though: March to the Moon is resolutely a game about shooting swarms of enemies as you trudge stoically up the screen. Fortunately, this isn’t all it is.

The thing that really threw me was how much of an RPG the game appears to be at first glance. You control a person who walks through various quest-like environments fighting rats, goblins and aliens. You have access to a variety of spells which you unlock and upgrade as you gain levels through experience points. It’s almost as though someone set out to make a simple, traditional console RPG of the type that seldom works well on XBLIG, then suddenly decided shooters are better but didn’t want to waste all that work.

The premise is basic. You are a person who, Morrowind-style, has been asked to exterminate some pesky rats that are infesting a cellar. That’s about it, really. Once the cellar is under control you find more and more layers of infestation leading into the sewers and even space, and the rats will swap places with aliens and robots, but it’s basically the same mission just getting more and more difficult.

None of that really blew me away, nor did the slow and deliberate pace. The levels progress in their forced vertical scrolling at a very methodical plod, which works perfectly fine but doesn’t create a particularly dazzling first impression. Where March to the Moon blindsided me and really raised its game was in the skill system.

All-punctuation baby names never really caught on

Unlike shooters in general, there’s a lot of freedom here to build your little warrior exactly the way you want to, including badly. You choose one career path at the outset, from which you can choose several skills to assign points to. After you’ve gained a few character levels you can choose a second career path to add to the first, giving you a whole new set of skills to acquire. This makes a huge difference to the way you play the game, as some paths are combat centric, some focus on passive buffs, some involve summoning creatures, and various other functions. You’re free to choose whichever you like, and although picking up summoning and healing will leave you inconveniently unable to fight properly, it’s refreshing to have the chance. Like the aforementioned Morrowind (which I wouldn’t have expected to reference in an indie shooter review) you’re at liberty to mess up your character build without the developer slapping you on the wrist, and when you figure out a build that works for you it feels more satisfying as a result. It’s your build, that you created to suit you.

Engineering degrees had changed since Jon’s day

March to the Moon’s developer wasn’t cavalier about including this freedom. Unlike the now-excessively-referenced Bethesda classic RPG, your ill-advised rat-hunting Summoner-Healer build isn’t irreversible. Once you realise that relying on your pet wolf to fight for you is liable to get you repeatedly hacked in the face, you don’t need to wearily restart the game. Those of us who lack strategic forethought can consider ourselves lucky – March to the Moon’s skill point assignment is fully undoable. You have to keep the career paths you chose, but any skill points you assigned within them can be removed and reassigned. Stuck with a dragon familiar that isn’t pulling its weight? Get rid of it and put those points into a direct attack skill instead. Finding your heal ineffective? Undo it and try out a buff.

The true benefit of this system isn’t simply that it’s forgiving; it also offers the ability to tailor your approach to every level. The game actively encourages replaying levels to gain additional experience and strengthen your character for the battles ahead, but grinding for experience isn’t the only way to overcome a tough level. You might find that a couple of your dependable skills aren’t proving that effective against a particular slew of enemies, but rather than having to just take it on the chin and slog away at grinding, you can give yourself a whole different set of skills for as long as you like, then change them back (or to something different again) later. It is an inspired design decision.

Medieval telemarketers pulled no punches

I have only two real criticisms of March to the Moon. Firstly, the soundtrack caused much gnashing of teeth and wailing. It improves after a few levels, but the music is mainly rhythm, and more than one level is scored entirely with a piercing, repetitive military drum track that felt like the relentless thudding of someone hammering a stubborn tent peg into my forehead. It actually genuinely gave me a headache. Eventually I resorted to periodically pausing the game and leaving the room, just to get away from the water torture-esque relentless tapping of that sadistic drum. This soundtrack alone has done more damage than any other feature to my enjoyment of March to the Moon.

Secondly, the difficulty curve is all over the place. If you’ve ever tried to draw by hand while riding in a 4×4 along a rutted farm track, you will by happy coincidence have sketched the difficulty curve of March to the Moon. It springs whimsically back and forth between surmountably modest difficulty and bone-searing savagery. Many levels require a few replays to accrue some more health and stronger powers, but every now and then you’ll hit a level than demands an hour or more of grinding the same five minute section over and over. Sometimes even rebuilding your character doesn’t help all that much, and even when it does, constructing and testing half a dozen builds just to pass one level can begin to wear thin.

Going designer baby shopping at Walmart may have been a mistake

Some might want to tack on a third criticism, so I’ll mention it even though it doesn’t really bother me. The visual presentation is pretty uninspiring, with drab backgrounds and amateurish character sprites, and I know for some people this is enough to condemn a game to the bin.  For me it doesn’t really matter, though; I still play old games that would make a gangrenous tonsil look like sunset over the Himalayas.

March to the Moon is definitely a curio. A shooter that looks like it should be an action adventure, with a skill system that is detailed enough to embarrass some RPGs and customisable enough to inject strategy into a genre that isn’t known for it. It’s a grower, that fails to engage at first but quickly peels off layers of itself to reveal surprising complexity that makes it not only worth playing but worth replaying. There’s a lot to enjoy here, provided you can squint past the dingy amateur visuals and stuff your ears with enough small animals to block out the relentless snare drum soundtrack as you March to the Moon.

City Tuesday (Indie Games Uprising III)

Out of the entire Indie Games Uprising III, City Tuesday was the game I was looking forward to most. It seemed poised to do everything that the finest indie games on any platform often do – challenge assumptions about what can be done with games as a medium, express something philosophical or emotional, evoke a mood and intrigue the brain.

I tried to not to hope for all this when I sat down to play. I studiously avoid hype for anything that interests me so that I won’t be greeted with crushing disappointment when I experience the reality. That’s why I haven’t played Skyrim. It couldn’t possibly live up to the hype.

In the case of City Tuesday, it helped that the promotional material didn’t make it clear how the game would work. It could have been a platformer, a puzzler, a point and click adventure – there was no telling. As it turns out, City Tuesday is a game of two parts.

One part is a terrorist attack on the anonymous city, and this part reminds me of The Legend of Zelda: Majora’s Mask on the N64. Not aesthetically or in gameplay style, but in its approach to preventing the bombings. Streets, parks and buildings teem with people, all going about their everyday business. They walk the dog, go to work, eat, drive around and chat to each other. At the same time, terrorists move among them, planting bombs that all detonate at the exact same moment, wiping everyone out. The bombers are no fools; they hide their explosives in places that are hard to access: behind locked doors, buried under concrete, or stashed in someone’s car. If you don’t disarm these bombs by the end of the day, it all ends and…you start over. That is your power, and the reason that only you can save the innocent people of the city. You are unbound by time.

Including renting it from Blockbuster

On subsequent attempts, the day plays out the same as the first time. If you’ve ever played Majora’s Mask or seen Groundhog Day (or the earlier but more obscure 12:01 for hipster points) then it will make sense to you. You relive the same day, with the same people doing the same things, and through observation of their routines you can begin to work out how to tweak the pattern – and finally neutralise the bombs.

I love this part of the game. It’s a brave attempt to do something that isn’t often seen in games, and for the most part it does it well. I floundered around for a few minutes because the game explains very little about itself, but once I got a handle on how things work I began to really enjoy it. I can think of one or two changes that might be beneficial – in particular, forcing the player to disarm all the bombs in one go, Majora’s Mask style. Some events that occur during the day will make certain bomb locations inaccessible, but, once a bomb has been defused it remains defused even when the day starts over from the beginning. Personally I feel it would have been both more challenging and more interesting to reactivate every bomb upon restarting the day, so that the player has to not only work out how to resolve each individual threat but also slot them all together into an overall sequence so that all are disarmed in one flawless, heroic run.

But watch out for naked men on trains

I said the game is in two parts. The other part is the black sheep of the City Tuesday family. It’s not bad, not by any means, but it’s also nothing special. The whole of City Tuesday is divided into three stages. Stage 1 is a tutorial. It’s a short series of simple single-room puzzles; not particularly interesting or challenging, but that’s to be expected from a tutorial. Awkwardly, it actually doesn’t teach you very much, and at least one part is too cryptic to be helpful (a remark about security being unable to stop you that only makes sense once you already know what it means). We can disregard this tutorial as not part of the main game, leaving us with Stages 2 and 3 as the main body of City Tueday.

Stage 3 is the larger scale rewinding bomb hunt I discussed above. Stage 2, sadly, is basically a longer version of the tutorial. It is again a series of single-screen puzzles, most of which are very simple. There is one that made me think and actually forced me to go away and come back later, once I understood more about how the game’s concept works. The interesting ideas introduced in this puzzle, however, are never repeated. Standing alone it is enjoyable but too short and sorely under-used. The other screens in Stage 2 are pretty straightforward. Identify how to reach the bomb, then go and get it.

Museum terrorists are more sporting

This is City Tuesday’s big weakness. Two of the three stages are effectively little more than tutorial, then when the game hits its stride and begins to unfurl into something more majestic in Stage 3, suddenly it’s over. It feels like ­City Tuesday is a quarter of a great game. If there had been another two or three stages after Stage 3 that played in a similar way, and revisited or built upon some of the ideas introduced earlier on, this could have been one of the best games on the Xbox indie channel. As it stands, I really enjoyed City Tuesday once it got going, but was left hollow and disappointed by the whole thing suddenly jumping ship and calling a halt after what is, to all intents and purposes, level 1.

I still recommend City Tuesday. When it actually gets on with doing what it’s meant to do, it is a very good game that would stray into brilliance with a couple of tweaks. Even in its truncated form it’s easily worth 80 Microsoft points to get a glimpse of what’s possible in indie games. It’s just a crying shame that City Tuesday is content to remain only a glimpse – an introductory trailer for a grander project that doesn’t exist.

Acid Drift: Solar

I was never the biggest fan of Eilte as a whole package. I liked the concept, and the feeling of wandering space with only my own skills to determine whether I lived or died, but it rapidly became repetitive and boring thanks to the endless parade of identical space stations requiring nothing more involved than buying and selling crates of third-rate confectionary.

Xbox Live Indie Games has already corrected a lot of Elite’s weaknesses with Final Rift but that is far from the only XBLIG that reminds me of the classic wireframe space roamer. We’ve already had Project Delta (a review for another time, me-talking-about-stuff fans!) and now in the grim unseasonal downpour of summer 2012 we get Acid Drift: Solar, a game that contains no corrosives, drifts or suns, but successfully reminds me of both Elite and Project Delta without shamelessly copying either.

You are the captain of a spacecraft and you’re set free in a small chunk of galaxy to do whatever you want – as long as whatever you want is either trading, mining or fighting. Space is crammed to bursting with mineable asteroids, to the point that I start to wonder how it can legitimately be called ‘space’. There’s more rock than space, but I suppose ‘Dad, I want to go into rock when I grow up!’ doesn’t sound quite so impressive, unless your dad is Angus Young.

When the game starts, you have a barge. It has a cargo bay the size of a toddler’s shoe and slightly less weaponry than a ham sandwich. The game wants you to be in no doubt that this clump of cardboard and bin liners isn’t going to get you anywhere. Look at the name. Other ships are called ‘fighter’, ‘gunship’, ‘frigate’ – yours is ‘barge’. Not even ‘cargo barge’, just barge. The ability to name your ship as in Sid Meier’s Pirates would be a welcome touch, but our slum-dwelling barge captain isn’t afforded even that dignity. Instead he must slink around the galaxy avoiding conflict with anything larger than a kitten, scraping pebbles from asteroids until his cargo matchbox is full, then selling them for pennies at the nearest planet while swaggering captains of industry snigger and push him into hedges.

The 2012 Olympic committee took their stadium seriously

Or that seems to be the plan, anyway. One of the loading screens states categorically that a barge can’t beat a battleship, but once you figure out the trick to the combat system, I think it probably could. I’ll try it and update the review accordingly. I certainly managed to put a fair few heavy duty military vessels out of commission with my little wireframe USB stick of a ship.

Combat and mining in Acid Drift are handled as minigames, while trading is a straightforward transaction menu. At any of the asteroids that rudely clutter every inch of space you can press X to initiate a brief button-matching session to garner resources which you can then sell on at any of the game’s handful of planets.

Alternatively you can buy the resources of your choice at the market and haul them to a planet where they’re in demand. The trading screen conveniently shows you the selling price at all other worlds, so there’s no brain work involved. Annoyingly for an aspiring trader, you have to select your destination planet while still docked. You can try roaming around on your own but you’re unlikely to find the right patch of space, and you’re unable to change the locator arrow while on the move. Presumably you have to buy your locator arrows at a little kiosk in the spaceport, staffed by a disillusioned old man who just wants to be left alone to wither in peace. Or maybe I’m thinking of Heathrow.

Pimp My Ride was under-qualified for its space spin-off

Combat is the most exciting of the minigames, but it has a pretty straightforward tactic that I figured out within two fights and mastered within five. It’s a sort of one-on-one Space Invaders. Your ship and the enemy face each other across the screen and let rip with your space pixel guns while sliding from side to side. It’s a pleasantly inventive way of handling combat, but it doesn’t take Darth Revan to notice that you can win at least 90% of the time by sidling slightly ahead of your enemy until it gets nervous and sidles back, then repeating until explosions occur. It’s hard to describe but trust me that it’s simple and works on every type of ship. I noticed this in my first or second battle, and now you will too. Enjoy.

Although you take out most (if not all) types of ship with your basic peasant barge, buying new ships makes things a lot easier. Every ship in the game is for sale, and you get a discount for trading in your current ride. Well, the game says you do but you actually don’t. I’m pretty sure you could take the ship showroom to court for that kind of chicanery. Stan would be proud.

This early section is a bit of a slog. With small cargo capacity, neither trading nor mining is particularly profitable, and while you can make some money tussling with pirates it takes so long to wear them down with your barge that it feels like your hull will rust before you make enough money to buy lunch. When you do eventually manage to offload your pauper’s wagon in exchange for something with a bit of style, the game hits its stride and it’s pretty fun as long as this samey space fighting/trading thing is up your street. That’s not sarcasm; it’s up my street and I know there are other people on this street with me.

Tetris just got real

Sadly, after maybe an hour, perhaps less, the game hits its second slump. You’ve got to your ideal ship (I stopped at a destroyer because I didn’t fancy the lack of mobility I’d suffer in a battleship) and you know how to make money at a reasonable rate. All that’s left to you is to chase the two ultimate goals listed in the planetary menu. One is quite easily affordable by the time you get a good ship, but the other requires quite a lot of grinding for cash. Even with a cargo hold the size of St Paul’s and firepower that would make Goku whimper in embarrassment, making this immense sum of money takes patience. It’s unfortunate, then, that the ending is the most anticlimactic event in gaming since the release of the Virtual Boy. Don’t worry, I won’t spoil anything. There’s nothing to spoil.

You have two aims to work towards, both listed in the planetary options: retire to a mining colony or retire to a private moon. Of course the moon is the real ultimate goal here. After a lifetime spent trading, fighting and scavenging in my now battle-scarred (presumably) destroyer I eventually managed to accumulate just barely enough money to buy my very own natural orbital satellite. With a swelling feeling of pride and anticipation filling my chest, I moved with portentous slowness down the menu to the final climax of the game, and anxiously nudged the A button.

‘You retired to a private moon’ said the game.

I’d expected a brief paragraph describing my retirement, or a picture of the moon in question, or even just a rundown of my stats – enemies killed, resources mined. Something. Anything. What I got was one short sentence on a stock deep space background; the same background used for the close-but-no-cigar mining colony ending. Even Goolin managed to muster an insipid ripple of fireworks. Here, nothing. I bought the bloody moon! The sentence might as well have been ‘the game is stopping now’ for all the sense of fulfilment it delivers.

Shepard’s friends hated his boring shopping lists

Most of Acid Drift: Solar is a generally enjoyable, if brief and shallow, space trading and combat escapade. If you enjoy the Elite variety of game at all, you’ll probably find some fun here. If you’ve never played a game of that type, this is as good a place as any to start. The orange wireframe visuals are hardly lavish, but they have their own style and feel, which is more important than maximum graphical sheen. Combat is unusual enough to be fun for a little while, and wandering around space as you please is as liberating as the fairly small game world allows it to be. Unfortunately the game’s simplicity costs it longevity, and the imbalance of the beginning and end is discouraging. If the opening trudge doesn’t put you off, the final grind might – and if it doesn’t, you too might feel a little resentful at the ending’s refusal to match your hard work. The apathetic conclusion doesn’t detract from enjoyment of Acid Drift’s gameplay, but when you’ve spent half your time with the game just working gruellingly towards that one distant dream, something slightly grander than ‘fine, you’ve done it, now piss off’ would have been nice.

Murder for Dinner

I’ve been told I’m like Sherlock Holmes. I’m not sure whether that means I’m observant and insightful or just an arrogant sociopath. I like to think it means I have peerless detective skills, so I seized the opportunity to test them in Murder for Dinner.

The first thing I detected was the spirit of Agatha Christie sneaking around the party, eating everyone’s canapés. This is definitely a classic-style mystery with an enigmatic host, a cryptic gathering of seemingly unrelated people, shady characters, secret misdeeds and clues aplenty.

The second thing I detected was the total absence of dinner from Murder for Dinner, so frankly I don’t want to think about what spectral Agatha was really eating. Fortunately the other part of the title is pretty accurate. There is certainly murder here, and it falls to you to work out who did the dark deed. To aid you, you have only your eagle eyes and your razor sharp brain. Well, those and your thumb. For once we get the chance to find out how it feels to be Hercule Poirot (with a bit more thumbing).

It’s easy to see why Poirot spent so much time at high society functions. The elegantly appointed house, rolling (if compact) lawns and enticingly impenetrable outbuilding consummately set up the evening of intrigue. Apart from a persistent chug in the game engine whenever NPCs are close by, the visuals are good for an XBLIG title, with character models that remind me of something from the N64 Zelda games if they’d been set in 1920s Buckinghamshire – all exaggerated moustaches and elaborate garb.

Castlevania: The Marple Years

I imagine some might dislike that, but I found it charming. It works in the context. Each NPC has their role to play and they play it to the full in both appearance and character, from the weary old soldier to the gossiping duchess. Every one of them has their own secret, and piecing these hidden pasts together is the most satisfying part of the experience. While frustratedly combing the cellar one more time for missed clues, it was the desire to find answers that sustained me. What were those two whispering about? Why is she so anxious about that innocuous trinket?

Beyond the feel of walking amidst dangerous secrets, though, the way if feels to be Poirot according to Murder for Dinner is tranquil and a little repetitive. I’d always credited the legendary literary detectives with a prodigious intellect, but as it turns out the key to solving mysterious murders is actually to walk around the area ceaselessly, prodding at things until one of them suddenly becomes significant. That’s where Murder for Dinner lets itself down a bit. Dialogue can’t be directed and items can’t be picked up or used, so what it all boils down to is pressing A by objects in the correct order. A particular piece of domestic clutter will have no significance until after you’ve spoken to specific people, whose dialogue won’t necessarily give you any indication that this object is relevant. Talk to someone, see if your journal updates, then do another circuit around the house, A-ing everything. Find the right object. Talk to someone else, check your journal, do a circuit.

Reynald hoped his old strangler’s cramp wouldn’t implicate him unduly

In that respect, the game is a little disappointing. Being required to choose the correct line of questioning or show the right item to the right person might have made all the difference in helping this feel like a genuine mystery, particularly if some strand of logic ran through it. As it is, your involvement in unravelling the tangled web is minimal, and that starts to show through once the initial glow of ‘holy crap, I’m solving a murder!’ wears off.

Having said that, whether it’s a disappointment will depend on what you wanted. You see, Murder for Dinner is just disguised as a game, like Sherlock Holmes masquerading as a priest in Scandal in Bohemia . In actuality it’s a short story that gives you the means to soak up the atmosphere of a traditional high society murder evening by being there.

The pill bottle was the last man standing in kitchenette Battle Royale

Personally I enjoyed the time I spent with Murder for Dinner; maybe an hour in total. It kept me engaged and although I was occasionally frustrated I was seldom bored. With my contribution limited to pressing A in the right places to advance the story I can’t see myself replaying it any time soon, but I don’t regret paying it a visit. It’s a shame that the mystery didn’t need me to solve it and instead solved itself as I watched; had it been any longer than it is, the lack of meaningful interactivity might have started to get boring.

As it is, the atmosphere, the simple but engaging web of lies, and the freedom to wander around the house keeping your eyes peeled for clues make it worth the price of admission for an hour or so of Agatha Christie clue-hunting, at least for those of a contemplative disposition. Adrenaline junkies might want to give it a miss, but they’re probably too busy leaping off gantries and chest-bumping each other to read reviews anyway.

Sushi Castle

Regular readers might have noticed that I like a bit of randomly generated exploration. Whether it’s Cursed Loot, Mega Monster Mania, Lair of the Evildoer, Dead Pixels or the newly released Spelunky, the phrase ‘randomly generated’ (or ‘procedurally generated’) sets my heart a-flutter like I’m a chaste maiden in a period novel. It doesn’t always work out, but the sheer animal magnetism is always there.

Sushi Castle, just released by Milkstone Studios (the developer of the delightfully antagonistic Infinity Danger), grabs pretty much everything I like about randomised dungeon crawling and throws it all together. In the manner of a roguelike, you have one solitary life in which to explore as much as you can of a series of randomised floors, killing everything that moves and picking up everything that doesn’t. There are a couple of catches, though.

The first catch is that the actual control works like a twin-stick shooter. None of this turn-based walking into enemies to damage them. Instead you open fire and circle strafe like it’s Infinity Danger all over again. The second catch is that in place of huge quantities of largely interchangeable loot, you instead pick up a small number of very different items that modify your abilities. Where many dungeon crawlers have you switching from Ragged Loincloth +1 to Reinforced Pantaloons + 3 as you pick up a modest junkyard’s worth of miscellaneous brick-a-brack, Sushi Castle doesn’t.  It eschews equipment in favour of one-offs that are usually found in special rooms only once or twice per floor, like the Ninja Cloud that enables you to fly and the stodgy snack that gives you a health boost but makes you walk like you have EA’s DLC catalogue strapped to your feet.

This guy is definitely wearing Back to Karkand sandals

The upshot of all this is that while many randomised dungeon crawlers promise replayability yet offer only repetition with minor variations, Sushi Castle is genuinely hugely replayable. The differences between playthroughs aren’t just a matter of fractionally different stats on your Orcish Linguini Spatula of Flaying but real, tangible changes that alter the way the game plays out. This also forces you to be adaptable. Sometimes you might be a damage sponge with a ton of health, while other times you’ll be a glass cannon with high damage but no means of defence. Sometimes you’ll rely on bombs to deal serious damage, and other times you’ll have to make use of your manoeuvrability. You have to be able to play in a variety of styles, because you never know how your character will end up developing.

The game’s greatest strength is its most conspicuous weakness. Some attempts can feel doomed from the start if you can’t find the right items to unlock shops, or you keep picking up stat reductions through sheer bad luck. The game’s scrolls and sushi have randomly assigned effects that can be very positive but also sometimes very negative, and it’s frustrating to have an otherwise successful playthrough suddenly fall apart because you unwittingly used a scroll that filled the room with live bombs.

The shoulder-mounted panda, a common sight in the Shogunate armies

This isn’t a huge problem though, and the benefits of this truly unpredictable approach to dungeoneering outweigh the drawbacks. For only 80 Microsoft points, there’s a lot of play time in Sushi Castle. In principle, you can play it indefinitely without having the same experience twice. I’ve already got my money’s worth out of it with hours of play time invested, and I’m still seeing new items popping up all the time. Just to add delicious icing to the cake, Milkstone Studios plan to add new features when they reach specific sales landmarks. It’s an interesting approach that is increasingly common in indie games, and personally I find it far preferable to demanding more money in exchange for negligible additions.

Oh, one more thing. I have to mention this or my journalistic credibility badge will be repossessed and used to fund nefarious criminal activities. For better or worse, Sushi Castle is Edmund McMillen’s Steam hit The Binding of Isaac. There are a few differences – the ability to fire diagonally, some of the bosses and one or two enemy  types – but 90% of the game is lifted directly from Isaac and just re-painted. The way the game generates everything in general, its item room/shop/gauntlet room set up, its bomb/key/special item system, the enemy types, the item effects – the majority of these things are exactly the same. Sushi Castle would be stretching the acceptability of being ‘inspired by…’ to its limits. Having said that, if your computer can’t run The Binding of Isaac, or you hate Steam, or you just prefer to play from your sofa rather than a rigid office supplies chair, this might be the game for you.

I recommend Sushi Castle because it’s good fun, it’s generally executed well, and the way it handles randomised dungeon crawling means it’s still entertaining after hours of play. For the price, you won’t get many better deals. It’s just a shame that all of its qualities are actually something else’s qualities recycled, with no voice of its own.

Why I Didn’t Buy Minecraft

I’ve played Minecraft-inspired games before. I’ve put dozens of hours into Terraria and a decent chunk of time into Total Miner: Forge. When Minecraft itself finally hit the Xbox recently, I had to at least play the demo. As it turned out, few demos have ever made me want to buy a game less.

I can understand some people being put off by the relatively sedentary pace or the lack of a clear goal. Not so for me. Let me walk you through it.

The demo puts you in a ready-built area, complete with a pond, a ruined hut, a small town and a castle. I went through the tutorial bits easily enough, fixed up the hut as instructed, then went to explore. After wandering around the castle for a while, night fell. I trotted into the town and holed up in one of the houses. Curious about the monsters that I knew would come out now it was dark, I stood at the window and watched. What I saw was a brief glimmer of green, then BANG! One wall of the house caved in as one of those exploding creatures decided it was in a bad mood. Zombies and spiders piled in, and my flimsy sword could only do so much. Without room to get out of the house, they finished me off pretty quickly.

I respawned without any of my weapons or tools, all the way back at the pond in the tutorial area. I could hear enemies nearby, so rather than trying to get to town, I ran to the hut I’d fixed up earlier. A few seconds later, BANG! Half the building dissolved. Unarmed and trapped again, I didn’t have a chance.

I respawned. This time I had no choice but to make a break for it, but I had to pass the hut which was still crawling with enemies. I sprinted to the tunnel towards town, but they chased me down and tore me apart.

I respawned. Same problem but this time the monster clump had been thinned out by the previous chase. I ran to the tunnel, got through it and almost made it to town, but a spider blindsided me and ate my head.

I respawned. Got through the tunnel, decided to avoid getting trapped in a building again and headed over a ridge to the left in the hope that I’d get away from this main mass of monsters and be able to dig a hole to hide myself in. I managed that, but then found myself just sitting and staring at a dirt wall, waiting for the night to pass. Not my idea of fun. I dug my way out and tried to head back to town, but BANG! A chunk of the hill vanished. While trying to find a new route, spiders caught me and skewered my face.

I respawned back at the pond again. Made a dash for town, got through the tunnel, got to a building. I slammed the door behind me and breathed a sigh of relief. Then CLICK. A zombie let itself in like a rude neighbour. I hadn’t even tried to mine for materials in the dangerous darkness, so I was unarmed. I might have been able to take out the zombie with my bare hands, but I never got chance to find out. BANG! The room was decorated in shades of miner innards.

I respawned. Not knowing what else to do, I ran to the town. The monsters saw me from the ruins of my previous hiding place but I managed to dart into a house across the street. This time I dived straight into bed in the hope that unconsciousness might save me. And it did. I awoke to bright sunshine, wandered to the window and saw a smirking green face looking right back at me. That hissssss of burning fuse began, and I ran to the back of the house to try and hack my way free. BANG! The front wall gave way, and a couple of spiders pranced in. As they chewed me to pieces yet again, I hit what can only be described as The Wall. The “Fuck. This. Shit.” wall of quitting Minecraft, deleting the piece of crap and pretending I’d never seen it.

I died eight times in the first night in the demo. What’s the point of shelter if it provides no protection at all? What’s the point of a day/night cycle that doesn’t allow you to live to see the dawn? What’s the point of a demo that makes willing purchasers run away screaming from your badly designed travesty of a game? I don’t know whether Minecraft has always been like this, whether it’s just the Xbox version or even just the demo. I don’t know and I don’t really care. It’s horrible and I want no part of it.

That is why I didn’t buy Minecraft. Did you?

Avalis Dungeon

I’d rather not think about Avalis Dungeon, but I made my choice and must live with it. At least it was a reasoned decision with logical consequences, which is more than I can say for anything that happens in Team Shuriken’s insubstantial adventure failure.

Probably the first thing that will strike you when you play Avalis Dungeon or even glance at its cover is the recurring theme of under-dressed faux-anime women. A lot of the time there’s a vaguely S&M tone too, with various ‘enemies’ and ‘characters’ inexplicably being chained to things, and convulsing in a vaguely suggestive way when struck down by your long, sturdy spear.

Accusing Avalis Dungeon of being a shameless attempt to grab the ‘frustrated teenage boy’ market is like accusing William Shatner of being a hammy actor. Actually, it pretty much is the indie game version of The Shat. It’s cheesy and over the top, and consciously tries to play up its deficiencies to the point of caricature. Unlike Shatner, Avalis Dungeon’s efforts never manage to distract anyone for even a moment from the fact that it’s pathetically awful.

The amateur anime underwear model cheesecakery isn’t Avalis Dungeon’s biggest failing. It’s the thing I resented most – the assumption that I, the XBLIG-buying consumer, will lap up anything that contains some kind of semi-lifelike representation of exposed female skin – but it wasn’t the worst part. The worst part was the complete absence of any form of logic to the ‘puzzles’ and ‘battles’. This game is about trial and error.

Priestess? Presumably functional clothing is the devil’s work.

Your character, the ‘priestess’ Athena who seems to believe that the path to holiness involves forsaking all worldly undergarments, is exploring some miscellaneous dungeon in search of an Evil Thing. In a cross between Choose Your Own Adventure gamebooks and old first-person dungeon crawlers like Eye of the Beholder, you see the world through Athena’s eyes while navigating in unwieldy lurches that require you to choose a course of action. At the outset, for example, you have three choices of route – ahead, left or right – and must press the corresponding face button to select one. It’s deep and involving stuff, clearly. Still, as someone who owned (and still owns) a lot of gamebooks, this could hold a certain appeal. Unfortunately Avalis Dungeon laughs in the face of those carefully constructed adventures.

The Demon Lord’s elite troops. Apparently.

The outcomes of your choices here are nonsensical. When you encounter an obstacle or enemy you have to press a face button to attempt one of several actions. Faced with a half-naked mermaid, do you cast a fire spell, cast an ice spell, or just ram your spear through her face? It doesn’t matter how much logic you apply to your decision, the correct answer is completely arbitrary. In some situations a fire spell will be ‘too slow’ and get you killed but an ice spell will not. RPG fans might think there’s an elemental weakness theme here – that firey enemies can be killed by ice, or icey/watery enemies can be killed by fire. But no. There’s no reason to any of it, just arbitrary whim. The only way to progress through the game is to guess, and if you guess the wrong option you start over and guess anew. Similarly, a corridor blocked by bladed pendulums can be passed successfully by jumping over them, despite the on-screen picture showing quite clearly that there’s no space to do that.

Ariel gets cross when you don’t leave the money on the bedside table.

Who is this intended for? To whom is this blind guesswork fun? There’s no sense of engagement; nothing obliterates immersion quite as effectively as having the game make no sense. There isn’t even any sense of achievement when you finish the game, because you didn’t achieve anything. You guessed often enough to hit upon the correct answers by chance, and did this over and over until the end. It’s futile and pointless. Maybe the persistent semi-nudity is meant to distract from the non-existent gameplay, but all it does is accentuate the problem. Instead of feeling merely stupid and pointless, it feels stupid, pointless and cheap.

Avalis Dungeon: it’s not a game because there’s really no playing involved, and even if you just want amateurishly drawn semi-nudity you’re better off trying Google. Don’t give Team Shuriken your 240 Microsoft points. Even buying your avatar a selection of ugly matching accessories would be a better use of your money, and you won’t feel like you need to bleach yourself afterwards.

My Cat vs Zombies Ep I

When I saw My Cat vs Zombies Ep I listed in the new releases a few weeks ago, I pointed and laughed. I did, literally – I turned to the other person in the room, flung out my accusatory finger and made a “haw haw, what’s this rubbish?” kind of noise. I may also have rhetorically exclaimed something like “who would think that’s a good idea?!” or “what’s wrong with these people?!”

The title and cover are absolutely despicable. On Xbox Live Indie Games, the word ‘zombies’ immediately gives me indigestion. 90% of the time it’s like a rickety old flickering neon sign advertising bargain bandwagon rides (boarding hourly from outside the Creative Bankruptcy Motel). Expanding it to anything ‘versus zombies’ is an improvement in the same way that falling into a sewage processing facility is an improvement over faceplanting in a urinal. It’s more ambitious, but that’s not necessarily a welcome quality.

‘Cats versus zombies’ would be like falling into a sewage processing facility with the greatest hits of ABBA playing in the background. On their own, cats/ABBA are fine, but their sickly sweet presence is almost insulting when it’s tacked on to a horrible experience in a cynical attempt to dilute your misery. The final touch, making it ‘my cat versus zombies’ and having a LOLcat-style cover that was thrown together while waiting for a bus just adds a smear of self-indulgence, like a man in a huge foam Stetson singing along to ‘Dancing Queen’ off-key while the mingled excretions of a major city close over your despairing head.

So yes, I felt thoroughly justified in my pointing and laughing, secure in the knowledge that my obnoxious behaviour was positively genteel by comparison to this game’s many crimes.

Well the developer can point and laugh right back at me, because My Cat vs Zombies Ep I is pretty good.

The London Underground pre-apocalypse

The world has been overrun by zombies, as you might expect. What you probably wouldn’t expect is the immunity of cats to the zombie-propagating virus, and the consequent rise of cat colonies in the abandoned subway tunnels beneath the world’s cities. There’s a definite touch of Fallout 3 to the setting. You’ll journey entirely through tunnels, crossing disused stretches of track and stumbling across little isolated enclaves of survivors. There are also rumours of a larger, secure cat city known as Whiskertown, which put me in mind of the awed curiosity I felt whenever someone in Fallout 3’s wilderness mentioned Rivet City.

I also felt touches of the old SNES RPG Shadowrun in places, particularly when I was asked early on to deliver a shipment of hallucinogenic catnip to a junkie. The bleak ad hoc communities remind me of Fallout, but the slide into despairing depravity has Shadowrun’s fingerprints on it, intentionally or not.

In gameplay, My Cat vs Zombies Ep I is essentially a twin-stick shooter. Move with one stick, aim with the other, shoot with the right trigger. The emphasis on taking missions from NPCs, exploring the maze of tunnels for loot and making the most of relatively sparse supplies of ammunition give the game a more action-RPG feel than the control scheme would suggest. Fallout 3 rears its head again here in the form of perks that you can choose from each time you gain a level, mostly giving you either a damage boost or extra health.

In spite of all this, the game is far from serious. In conversation, characters are represented by amusing or cute photos of real cats, and the names of the perks make liberal use of the internet’s various cat memes. I never laughed aloud, but the tongue in cheek tone works fairly well and gives the game some personality.

I should shoot you right now for wearing those glasses

Aside from the largely uninspiring visual design (par for the course among Xbox indies), my only real complaint is the length. I wasn’t watching the clock, but I estimate that I finished My Cat vs Zombies Ep I in about an hour, maybe an hour and a half, and that included quite a lot of leisurely exploration. That still isn’t bad for 80 Microsoft points, and this game is clearly intended as the first in a series of episodes, but I’m no fan of the episodic release format. It irritates me when I have to stop playing just as a game is hitting its stride.

Still, if wanting more of the same is my biggest gripe, I’d have to say My Cat vs Zombies Ep I is a winner. Not a big winner – maybe a local raffle winner rather than a lottery millionaire – but certainly worth a play for its charming post-apocalyptic RPG adventure. It’s just a shame that everyone with any taste will be sent screaming in the opposite direction by the gut-churningly awful title and cover art.

Rock Bottom

Rock Bottom might be the worst thing that’s ever happened to me.

If being a game critic teaches you one thing, it’s that there’s wisdom in that old philosophy that there’s always someone with better skills than you. However bad the games you’ve played are, there is always one that’s worse. I thought it was Goolin or House of Cockroach or some other dire black hole of quality and credibility that my memory has suppressed for my own safety. But I guarantee you, I have never felt such a potent sensation of despair and loathing as I did while playing Rock Bottom. This game is the final conclusive proof atheists have been searching for; no cosmic creator could sit back and consider his work done while this monstrosity exists. It is the severed testicular vessels of a leprous yak, baked until decomposure and then served on a bed of dried vomit in the shape of Shia LaBeouf’s face.

Give me a second to wipe the bitter tears from my eyes. For a second there, I began to think that when I next looked at my Xbox I might see that scrotum-vomit-LaBeouf cornucopia in place of Rock Bottom. I know, I shouldn’t have got my hopes up.

Seriously now, I have played some shitty, atrocious games that have made me angry, confused and afraid. But never, never, have I felt a sense of such abject impotent horror. I dread the prospect of future archaeologists finding this and realising humans made it. They will write us off as more backward than the most gorilla-featured Neanderthal. I’m embarrassed for our species.

Okay, okay, I should tell you why.

Where do I start? I could start by mentioning that even though it’s a point-and-click game, and therefore facing stiff competition in the Uneventfulness Relay and the Excessive Dialogue Marathon, Rock Bottom manages to be one of the most boring things I’ve ever experienced. And this is coming from someone who’s spent five hours in a hospital lobby waiting for an x-ray, with nothing to entertain him but the sight of pensioners shuffling to the bathroom.

I don’t mind the inherent dullness of point-and-click games. I quite like them. But this… There’s basically no game in this thing. There’s almost nothing you can interact with in the entire game. You click on exits from rooms, and then on whichever person is in the next room. This subjects you to conversations the length of the entire Shakespeare canon, composed entirely of strained jokes and gruesomely forced attempts at ‘zany’ humour. Your ‘character’, Wilson, starts off in prison searching for a toilet roll that he calls his ‘scroll’, which has been taken by his cellmate who wants to trade it for some glitter because glitter is the prison currency.

The dialogue is some of the worst I’ve ever heard or read or suspected might exist. I’ve seen shopping lists that had better dialogue. And it just goes on and on and on. Clearly the ‘developer’ (for want of a more appropriate term) wants to write a sitcom, film, play, comic or satirical pamphlet but couldn’t break into the industry and decided to unleash a grisly salvo of his resplendently fecal gifts upon the unsuspecting innocents of the Xbox Live indie community. Honestly, I would have been less offended if he had just taken a shit on my head. At least that’s a compulsory bodily function; there’s no excuse for choosing to excrete this.

The miserable dialogue is dragged from the ditch in which it was languishing and thrown into a landfill crammed with used sanitary products by the diabolical voice acting. One or two of the performances are merely bad. The voice of Sweepy is a revelation by virtue of being almost mediocre for a total amateur who’s never spoken before. The main character, though, is high school drama bad. He’s failing high school drama bad. Worse than Who’s the Daddy? if you can believe that. The performances aren’t helped by being recorded on bargain bin microphones that pop, crackle and slur even worse than mine. This is the final, refined, edited and polished version? It’s abysmal.

Did I mention that the dialogue is really long? I did? Well just for emphasis: the horrific dialogue is really fucking long. Jesus goddamn Christ, I could have given birth in the time it takes for one conversation to finish. And I’m male.

On the bright side, the art is pretty bad. Um…yeah…that’s the highest compliment I can think of.

Rock Bottom is, without hyperbole or histrionics, probably the worst thing I have ever played in 25 years of video gaming. OTT metaphors aside, every single moment I spent with it took an effort of will to resist quitting to the dashboard. This game is atrocious, and if I never see its name, screenshot or cover art ever again it will be centuries too soon. If the developer ever bumps into me in the street and lets slip that he made this, I will punch him right in the fucking mouth with every ounce of strength I possess.

I will not forgive this. Silver Dollar Games have lost their crown as worst XBLIG developers, and playing Goolin for a year sounds like a Caribbean holiday right now. Get away from me, Rock Bottom. Just fuck off.

This time you Bit off more than you could Crunch

Bit Crunch.

Bit.

Crunch.

There’s something very apt about that choice of words. It invokes incompleteness and despondent finality. In other words, the game is about as appealing as a plate of baked scrotum. I could leave it there, but I’m not going to. After all, what is a review for if not to dilute my own grim ordeal by foisting chunks of it off on unsuspecting readers?

I hoped I’d like Bit Crunch. Its visuals are awkwardly charming, in the same sort of way as 30 year old photos of your your parents with big hair and humorous trousers. I quite like them, but I can’t in good conscience describe them as ‘good’. Maybe it’s the remnants of nine year old Alan reminiscing about long weekends spent sitting alone in his dad’s spare room, wrenching that joystick while cowboys and miners twitched across the screen before his red-rimmed eyes.

Atari has a lot to answer for in my childhood.

Bit Crunch goes out of its way to look like it’s on an Atari 2600. Sadly, it also plays like it’s on an Atari 2600. A depressed one that’s trapped in a loveless marriage. When looking like it was made 30 years ago is your game’s best feature, maybe it’s time to reconsider charging for it. Or even giving it away for free. Or indeed showing it to your friends. Or enemies.

Your little Atari alien/blob/person moves from room to room in search of a colour-coded key that opens a matching door, beyond which are more rooms and more keys. The layout seems to be procedurally generated, which was what first drew me to the game, but they might as well not be. Rooms are very simple and usually full of annoyingly fast enemies that swarm you and are difficult to hit with shots from your Atari-era brick catapult. But they aren’t the real obstacle between you and the randomly-placed keys. Oh no.

The real obstacles are the walls and the act of leaving the room.

Frostbite 2 could take lessons from Bit Crunch

Passing within spitting distance of the walls kills you instantly. It’s unclear whether they’re meant to be on fire or dripping with acid or something. From the crackling sound and irritating flickering effect I’d guess they’re meant to be electrified, but with graphics that represent everything as either a block or a line there’s really no way to be sure. I’ve opted to believe that they spray a cloud of anthrax upon contact with anyone who looks like a Kinder Surprise toy. It’s a specialist security system but apparently an effective one, and I can sympathise with the agenda.

The second major obstacle to success is simply leaving the room. Almost every room is crammed to bursting with respawning enemies that converge upon you to headbutt you in the face old-school style, and the randomised layout means you have no idea where to go and end up backtracking quite a lot. Now add to this the fact that when you return to a room– No, I can’t say it. It’s making me angry just remembering it.

Breathe.

Okay, I’m ready now. When you return to a room…all the enemies are exactly where they were when you left. Remember, these bastards chase you right to the edge of every damn room unless you wipe out the lot of them, in which case they’ll reward your achievement by all respawning in about ten seconds. This makes your odds of safely re-entering a room about equal to your odds of safely re-entering anything else. The atmosphere, say. Or Prypiat.

So, the quick rundown: a game that makes backtracking simultaneously essential and fatal, while surrounding you with instant-death walls and wearing wizened old graphics like they’re a fashionable hat. Not a blurb you’d want to read on the back of the box. I was tempted to escape from playing Bit Crunch by fleeing the room, but I knew it would be waiting just inside the door to headbutt me in the face when I got back. The bastard.

Bit Crunch, then, is the best game I’ve ever played. If by ‘best’ you mean ‘not quite worst’. (Which reminds me: fuck Goolin.)