With annual releases and the inherent restrictions of the platform you’re making a game for, is there any real room for innovation in games? Apart from some more lens flare, have we reached our peak?
Always Sometimes Monsters is Vagabond Dog’s latest creation. It had received early praise for it’s realistic portrayal of morality and built up significant interest, and we’ll find out if expectations were met.
Martine reviews Damian Sommer’s latest indie offering “The Yawhg”, a local co-op choose your own adventure game.
With the rising number of visuals novels appearing on Steam and Steam Greenlight, are the stereotypes of “otaku basement dwellers” breaking, and is the genre of visual novels alienating a wider gamer audience in favour of those who fulfill the stereotypes?
Elliot looks into why gamers are elitist against the big boys of the gaming industry, do publishers like EA deserve more credit?
With hundreds of titles getting released everyday, are we seeing a takeover from the Indie developers when it comes to quality in gaming?
Ruaidhri rocks up in China with a hankering for some monochrome and some violence, will Rain Blood Chronicles: Mirage quench his first? or will it just cut him in half and tea-bag his hairy face?
Dave get’s marooned on a desert island with no idea where he is or what to do. With puzzles a’plenty and a creepy atmosphere, should Montague’s Mount be your new indie puzzle obsession?
Ruaidhri puts a cat on his head and picks up a crowbar to see how many levels deep he can go in Legend of Dungeon; the new indie roguelike Steam game.
Dave takes a look at Roguelike sci-fi game FTL. Is it worth going back to or are the frustrations too much?
Matt takes a look at indie games, where they’re going and where they’ve come from, is the bubble going to burst or is this indie fad sticking around?
Ruaidhri goes back to the indie staple of zombies and tries to mow them down with bullets in this German PC indie release, Splatter.
Jon reviews Papers, Please – a truly unique indie PC game available on Steam.
Ruaidhri takes on some armed apes in Gun Monkeys, does the game show signs of evolution or is it just smashing bones and howling at the sky?
Have you ever wanted to throw an old school, vertical scrolling shooter into a blender with a 90’s platform game? Have you ever imagined having an epic battle with a thunder cloud? If you answered yes to any of the above then Electro Bobble may well be the game of your dreams… and if not; you might just find yourself having a damn good time anyway.
They say that smell is the most memory inducing sense. A whiff of a scent can take you back to any time or place. For me, and I imagine most people reading this, the most prolific thing to take me back is gaming. I can remember my early years of gaming, Amiga, Gameboy, Snes and Megadrive all hold a special place for me. I remember playing Gargoyle’s Quest on the Gameboy when I was 5. Even now when I think of it the music instantly comes back to me and as I type this I’m humming the first world music over and over.
Nostalgia is a double edged sword. I’m sure if I went back and played Gargoyle’s Quest it wouldn’t hold the same effect over me, the concept of ‘You can never go home’ comes to mind when thinking about our early years of gaming. It could be that we’ve become jaded or our memories forget the bad, or it could be that games are just better now. We tend to remember the good times, not the awful loading screens that tortured us for 10 minutes or the horrible controls. But then sometimes, nostalgia is what we need, you need to know where you’ve come from to appreciate where you are. Evoland takes this idea and shoves 25 odd years of action role-play games into our face demanding we smell their cheese.
[Editor’s Note: Our review is based on the version of the game released on the 3rd of April 2013. Images within this review are only from the first couple of levels of the game due to capturing issues.]
Last week, George Osborne, gave a speech defending his new onslaught against welfare to a load of Morrisons employees. What made this speech awful, beyond its content and Osborne’s innate, unlikeable, sneery demeanour, is that he very obviously tried to moderate his usual Oxbridge eloquence and sound more common, in an attempt to appeal to his audience. British became ‘Briddish’. ‘Want to’ became ‘wanna’ and ‘out of’ became ‘outta’. Frankly, it completely undermined his entire speech (or cunningly distracted everyone from its content, I suppose).
Why am I talking about politics on Pixel Bedlam? Well the moral is, there’s no point in trying to be something you’re not. Unfortunately, this is exactly what Signal Ops does.
Over the past year my partner and I have been experimenting with alternative board games. We tried our hand at Magic The Gathering (which I wrote about here), Gloom the Card Game (which Harriet reviewed here)and the amazing game Zombies!!!! (the exclamation marks are part of the title, not me writing in the style of a 13-year-old girl on an instant messenger.). Throughout all of these and the other games we played we often discussed how well these games would translate into a computer game. There have been attempts at this before with varying degrees of success; Blood Bowl, a fantasy take on the NFL featuring goblins and elves did well on the table top as part of Warhammer’s slightly tongue in cheek side project, but it just never got traction on PC and consoles when it was released a couple of years back. On the flip side the early 90’s saw the Space Hulk board game and Amiga game both do well and still holds a place in the heart of gamers from that era of gaming. Kerberos has managed to produce what feels and plays like a board game without any dice based source to work off and what they have produced is simply a great series of experiences in Sword of the Stars: The Pit.
I’ve spoken before about my love/hate relationship with the iOS platform and in particular the tripe that sits on the App Store (Here). It’s criminal, or at least indecent, how many clones there are on there. When a game like Temple Run does well we then have to put up with a tidal wave of copycats, A catapult game scores high, “Quick guys, build something similar, but not so similar we get sued…”. To an extent it’s clear why it’s done, small developers need to get attention and money to build the projects they really want to do, and to get there they may have to produce things even they’re not proud of. I saw a talk by some UK indie iOS developers, they laid out the cost of producing a game, including wages and a years rent etc, and quite simply it’s a lot of money, since then I’ve had a lot more respect for the indie developers, and with this review of Bouncy! I present to you Monogames , from Sweden, who also gain respect for producing an original iOS game!