First Hour

The Blackwell Legacy

Indie Impression

February 24, 2012 by Greg Noe, Paul Abbamondi, Steve

Blackwell Legacy CoverWhen we were selecting games for our new Indie Impression column, variety was the most important factor. We've had a cartoony roguelike, fast-paced platformer, and a spelunking adventure, all relatively action oriented games in their own right, but it turns out, one of the most popular genres for indie developers is the point and click adventure. Thanks to tools such as Adventure Game Studio, even you can make your own Monkey Island.

The Blackwell Legacy is the first title in a series of point and click adventure games developed by Wadjet Eye Games. With the first three games recently included in an Indie Royale bundle, our growing backlog of unplayed games seemed to double in one day. So in an effort to possibly kill three birds with one stone, we decided to check out the first Blackwell game and see if this series is worth playing.

As usual, impressions are presented individually, with a variety of time put into the game. If you have a suggestion on an indie title to highlight, or are a developer yourself, leave a comment or shoot us an email.

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de Blob [Video]

First Hour Review

February 22, 2012 by Nate

de Blob CoverTim Schafer is funding a game through Kickstarter. That still blows my mind. It's been clear for some time that the existing publisher-developer model isn't ideal, and that the industry would move away from it in time, but I don't think anybody expected consumer-funding to hit the relative mainstream so soon. Of course, Schafer is one of the industry's few big names, and he specializes in an inexpensive, fan-favorite style that has been MIA for years. With that in mind, it's too early to say that the floodgates of fan-funding have been flung open. But maybe we can say that the publishers' dam has a nice new fracture in it.

THQ provides a great example of how a publisher's mismanagement can ruin a developer. Blue Tongue Entertainment was an Australian outfit that developed De Blob for Wii in 2008. The game had a modest budget and a modest advertising campaign; it was a modest success, selling just under a million copies on a console tailor-made for its target audience and lacking in competition at the time. Apparently the dollar signs blinded THQ to circumstances, and it funded a multiplatform sequel that, across four systems, didn't even meet half of the original's numbers. THQ is paying the price for such decisions, but Blue Tongue Entertainment felt the brunt of the blowback when the studio was dissolved and staff was cut.

So my De Blob first hour review and the blockbuster sales it will surely generate come far too late to save Blue Tongue Entertainment from THQ's misguided decisions. Better late than never, I suppose.

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Heavy Rain

Full Review

February 20, 2012 by Greg Noe

Heavy Rain CoverI am willing to give every video game genre a try, including what Wikipedia describes Heavy Rain as an “interactive drama” and “psychological thriller.” To the traditional gamer, those probably rank right up with the dating sim and train simulators of the world. Why play an interactive drama when I could just watch a movie?

But this is a valid question that can be used to juxtapose any type of media. Movies are an excellent format at telling a story in about two hours, while many games take a two hour story and stretch it across 12 hours with bits of action padding the time. Heavy Rain was created from the ground up to challenge the idea that not only can a video game tell a compelling story, but that it can deliver the same emotional punches that a movie can too.

Released in February 2010 by French developer Quantic Dream, Heavy Rain tells the story of a father, a journalist, a detective, and an FBI profiler all tracking down an elusive serial killer who targets young boys. As one of the PlayStation 3 exclusives I’ve wanted to play the most, I was very excited to get my hands on the game after two years. You can see my first hour review here, or read on for spoiler-free thoughts on Heavy Rain.

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Cave Story+

Indie Impression

February 17, 2012 by Greg Noe, Nate, Steve

Cave Story CoverCave Story was originally released all the way back in 2004, with development starting five years before that by a single guy, Daisuke Amaya. The side-scrolling adventure has gained momentum over the years, and is now recognized as being one of the original independent games that has spawned what is nearly a total upheavel of the video game industry. With the Humble Indie Bundle, Steam, Desura, and a slew of very talented developers, indie games are making huge waves, and sales.

While Cave Story is available on nearly every platform, it finally hit Steam a few months ago with the release of the fourth Humble Bundle. To note the higher resolution graphics and a new soundtrack, the game was re-titled Cave Story+, but there is an option to revert to the original look and sound.

We're very happy to present Cave Story+ as our third Indie Impression, following Super Meat Boy and Dungeons of Dredmor. Blackwell Legacy will be following in a few days.

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Rhythm Heaven Fever [Video]

First Hour Review

February 15, 2012 by Nate

Rhythm Heaven Fever CoverIt irks me that so many gamers believe the only worthwhile rhythm games are played with guitar peripherals. I love a good Rock Band party as much as the next Keith Moon wannabe, but there are too many wonderful music-based experiments in puzzle games and platformers and RPGs and shooters to cloister yourself in a pile of plastic instruments.

One such experiment was Rhythm Heaven, a strange blend of WarioWare and J-Pop that was one of my favorite Nintendo DS experiences. It didn't have a double platinum soundtrack or intense finger dexterity challenges, but the bubblegum ditties and cute-wacky scenarios got my head bobbing and my hummer humming as few games can.

Fortunately, Rhythm Heaven found enough of a worldwide fanbase to justify the next release, Rhythm Heaven Fever for the Wii. It trades the touch-screen taps and slides for a traditional two button setup, but the bright cartoon eye candy looks even sharper this time around. Budget priced at $30, Rhythm Heaven Fever could be worth a look if you didn't bury your Wii after Skyward Sword.

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Super Meat Boy

Full Review

February 13, 2012 by Greg Noe

Super Meat boy CoverI started playing Super Meat Boy for our new Indie Impression feature, planning on maybe putting in a half hour with the meat and then heading off to write down my thoughts. Two weeks later and 10 hours of gaming in the can, I beat all of Super Meat Boy’s light world levels, rescued Bandage Girl over a hundred times, and died 2,345 times (to be exact). And even though poor Meat Boy splattered every 15 seconds, I still had an awesome time.

It’s a testament to developer Team Meat’s ability that they can make a platformer not only crazy hard, but also very fun. Almost nothing is harder in game development than properly ramping the challenge up for every kind of gamer, but they pull it off with Super Meat Boy.

Released on Windows, Linux, OSX, and Xbox Live Arcade (a WiiWare release was planned and then scrapped when the game exceeded the platform’s size limits) in 2010, it has since sold over one million copies, not bad for an indie release. Here’s my review.

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Mass Effect 3 demo

Preview

February 11, 2012 by Greg Noe

Mass Effect 3 CoverFor reasons actually completely unrelated to me running this video game website, I was given early access to the Mass Effect 3 demo. This doesn't make me particularly special or anything, but since I am playing it a wee bit earlier than most other interested gamers, I thought I'd take a minute to write about it.

This is the first Mass Effect title with a demo available before the game's initial release, but if you've been following its hype in any reasonable manner, you'll quickly find out that the demo just gives normal gamers the opportunity to try out the levels that were playable last E3. They're probably in their near-final polished state now, however.

I've never taken the time to actually research my demo history carefully to see if this is true, but I have this general feeling that I've never played a game demo that actually made me want to go out and buy the real game. Something about just playing only a part of the package bugs me, I guess. This has me slightly nervous about playing Mass Effect 3's demo as it's my current favorite series and I have very high hopes for this last entry in the trilogy. Well, here goes everything.

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Batman: Arkham City - Catwoman

Downloadable Content

February 10, 2012 by Greg Noe

Batman Arkham City CoverThis console generation will probably be well remembered for the rise of downloadable content. In an era where publishers whine about used game sales, they certainly found one of the most effective ways to further their profits. Whether it’s armor for your horse, patches that turn burlesque breasts tassel-less, or multiple hours worth of new content, DLC is here to stay.

I generally have little problem with it, most of the time I pass, especially when I pick up games used for cheap and I have to spend more on the DLC than the actual game itself. But I’ve also bought some quality downloads that are worth the money. I begin to have issues with it when a game is advertised in such a way that you expect that content to be there in the first place.

Take Batman: Arkham City, an excellent game starring the caped crusader. When Game Informer featured the title on its cover, we got an artsy and sexy preview for it with Catwoman right alongside Batman. That pairing, however, is not guaranteed for all owners of the game. Here’s my review of the Catwoman DLC in Batman: Arkham City.

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Dungeons of Dredmor

Full Review

February 08, 2012 by Jonathan Ramundi

Dungeons of Dredmor Cover_0Riding on the excitement of The Binding of Isaac, I decided to dive right into another roguelike, this time from indie developer Gaslamp Games. But unlike Binding of Isaac, Dungeons of Dredmor is a more traditional, turn-based dungeon crawler, complete with character classes, skill trees, item forging, and the hack and slash-style fun one would expect from classic franchises like Diablo or Baldur’s Gate. Well, maybe not that traditional. Dungeons of Dredmor is perhaps best described as a spoof of classic computer roll-playing games; nothing takes itself seriously...

Three other writers here posted their impressions of Dungeons of Dredmor last week in our new series: Indie Impression. You may consider these my extended impression that turned into a complete review.

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Super Meat Boy

Indie Impression

February 06, 2012 by Mike in Omaha, Nate, Paul Abbamondi, Steve

Super Meat boy CoverOur second Indie Impression is of Super Meat Boy, the 2010 platformer from Team Meat. Known for its sadistic level design and smooth gameplay, Super Meat Boy has grown into a huge hit that's spread beyond the indie community, selling more than one million copies across all PC platforms and Xbox Live Arcade. We've got four impressions for that range from a few minutes to completing the game 100%, which is pretty much exactly how I envisioned this column working out. Greg was going to provide impressions also, but decided that since he ended up beating the game in about a week, he's going to provide a full review in the coming days.

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