There are ambitious indie games like Fez, which go all out on their insane puzzles and clever solutions. Then there are ambitious indie games like the Blackwell series, which tells a tale of death with believable characters and full voice acting. And then there are ambitious indie games like A Valley Without Wind, which features a fully procedurally generated, side-scrolling action, massively multiplayer online world.
Developed by Arcen Games, A Valley Without Wind is, if anything, ambitious. It’s also genre defining, I personally haven’t played a lot of action RPG 2D MMOs, but now at least one exists. Released last week for Windows and Mac, here are our impressions on the game. They’re unsurprisingly varied.
Three of my favorite mobile series recently received updates, so it’s time to revisit them. Angry Birds Space is the new Super Mario Galaxy inspired spinoff of the original bird-flinging game, and Cut the Rope: Experiments expands upon the original Cut the Rope concept with new ideas and 125 levels. Finally, the genius Where’s My Water? has received some new levels since my original review, so I’ll touch on that too.
Laugh if you want, but I really love these games for their quintessential mobile experiences. Levels are short and sweet, difficulty ramps up slowly, and gameplay variety is injected constantly. Each of them have fun with physics and benefit greatly from the touchscreen. Plus, they’re dirt cheap.
My thoughts will hopefully be short and efficient, just like the games I’m reviewing. I played each game on my Android EVO 4G phone.
Is The Stanley Parable a game? Does it matter? We're about to present our impressions for a title that doesn't really fit any existing definition. The Stanley Parable is sort of an experiment in game design, but also presents questions in how storytelling influences gameplay. Saying anything more would be saying too much, it's a short experience that will have you questioning previous games you have played and their intentions.
Our impressions for The Stanley Parable are unique in that all three of us "beat" the "game." And six times each, no less. This isn't an amazing feat, as six times through Stanley would still leave time on a clock for a first hour review, but it also made me question whether I should be filing this under a full review instead of an impression. This game makes me ask too many questions.
So I apologize if we're too vague, but The Stanley Parable experience suffers from over-explanation to those who haven't played it. Here we go.
In the last few years, I’ve had trouble focusing on beating games. This isn’t necessarily a bad thing, but I’ve built up such a huge backlog from Steam sales and Humble Bundles, that I was getting closer to owning more games that I hadn’t conquered that had. This was personally my big reason for green-lighting the new Indie Impression feature: it would give me an easy way to at least try out lots of games without necessarily committing even an entire hour.
Having recently featuring Cave Story+, I quickly plowed through it after finishing up my impressions. It is one of those games you hear about for years as being great, and it keeps getting re-released with newer graphics on more platforms, once Cave Story+ hit Steam the time was right.
My initial impressions were positive, viewing the game as a pretty solid Metroidvania with tight controls, let’s see if I found the rest of the game as appealing.
3D, steampunk, tile-based puzzler. That's Cogs in a nutshell. Remember those little square puzzles from your youth where there was one empty spot to slide the other squares around to form a picture? Well, combine that with a bit of Pipe Dream and slap on a really slick interface, and you have on of the more unique puzzle games of the last few years. As part of the third Humble Bundle, you may well own this title and not even realize it.
Released in 2009 by Lazy 8 Studios on numerous platforms including iOS and PlayStation Home (yes, Home, that Second Life thing that hasn't received attention in three years), Cogs is a simple to play game that will challenge your wits and patience. If you can sit and play the sliding puzzle games for a bit, you'll enjoy Cogs for its extra depth on top of the base. If you can't stand that kind of puzzler, well, might as well just skip this game now.
First Hour is happy to present to you another entry in its Indie Impression series: Cogs.
Cave 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.
I 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.
Riding 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.
Our 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.
Following in the wake of the widely popular Super Meat Boy, Edmund McMillen’s latest entry, The Binding of Isaac, takes its name and narrative from a story in the Book of Genesis. In that tale, Abraham is called to sacrifice his son, Isaac, as a proof of his devotion to God. Isaac is bound by his father and placed upon an altar on top of Mount Moriah, where an angel appears to stop Abraham just before the slaughter.
The Binding of Isaac has players taking control of the titular character, whose mother is called to kill her son as a sacrifice to God. In this story, however, there is no angel to stop the fanatic parent; it’s up to Isaac to survive, fleeing the clutches of his murderous mother in the basement of their house.
The artwork and style are synonymous with that of McMillen’s other works, such as Super Meat Boy and Gish (both of whom make cameo appearances), but, taking a break from platforming, level design and gameplay share similarities with The Legend of Zelda. The interface also shares a resemblance. However, unlike the series from which it seemingly draws inspiration, The Binding of Isaac features fully randomized levels, items, enemies, and even bosses. Another key feature is the aspect of permanent death. You have one and only one life to clear the dungeon-like levels and defeat the final boss, which serves to make The Binding of Isaac a very challenging and nerve-racking experience.