Q.U.B.E. is a puzzle based platformer based on the concept of extruding blocks. It was developed by Toxic Games and has won quite a few awards. I definitely recommend checking it out.
75 million dollars. Apparently, that’s what you can get from the Rhode Island government as a game development studio, despite having no prior published games at all. No wonder this state is broke. Well, as a gamer, RI resident, and taxpayer, I feel that it is my duty to at least try out the demo that was recently released (and provide faint praise) in order to do my little part. But wait! This first game, called Kingdoms of Amalur: Reckoning, isn’t even developed here in RI. The studio is actually created by the Maryland-based subsidiary of 38 Studios. Well, that does it. Time to bust out the gloves of bashing +5
I’ve been waiting to post this one.
I’m sure many of you have already played Seiklus (pronounced ‘sāke loose’). If you haven’t, you absolutely should. While Seiklus doesn’t seem to be all that entertaining from the screenshots, it reveals incredible creativity and depth once you jump in.
The premise of the game is simple, if strange. It begins with two amorphous characters, a male and female couple, are standing on a cliff above the clouds watching a meteor shower. By chance, a single meteorite strikes the cliff, knocking the male character off into the depths. The entire game follows you playing as this character trying to make his way back to his lover above the clouds. Silly, but a wonderful experience.
The game world is divided up into a variety of clearly defined regions. You’ll go from a surreal grassy area, to silent snowy lands, and into the belly of a sea beast, to name a few. The graphics are colorful, and while simple, this adds to the appeal of the game. No other control input besides the keyboard is supported, but because of the simplicity of the game’s controls, this isn’t an issue.
In large part, the music in Seiklus is incredible. Even though it was all added in as an afterthought by the developer, the music sets the tone of the game perfectly, no matter which area you’re in. The game simply must be played with audio enabled. There is no dialogue, and few sound effects to speak of, but they’re simply not needed.
Seiklus is available as freeware as hosted by the developer here, so you have absolutely no excuse for not playing it. It’s an absolutely beautiful experience, and one of my personal favorites.
Out of games to play? Looking for a deal? Me too!
This is the first in a continuing set of (hopefully) weekly posts by me, where I’ll introduce you all to some great indie games for as cheap as possible.
This week’s game: Octopede
Octopede is a reinvention of the basic principles of the classic Snake with a neat digital twist. The player can move in eight directions around the play area, collecting data that is used to lengthen the Octopede’s tail. Every eight segments of tail can be ‘cached’, which increases the score multiplier, but means that those tail pieces can no longer be used as extra health when taking damage. As well, there are various weapons and abilities that need to have ‘ammunition’ collected first, or they will remove an un-cached segment of your tail.
The game takes place on a single, rectangular stage, as shown above. However, as you play the game, new elements are added, and the board is cleared, rebuilt, cleared, and rebuilt again. The game starts out pretty slow but starts throwing new things at you pretty quickly. You’ll be dealing with viruses that chase you outright, firewalls that are best avoided, and all sorts of other enemies and bosses that will corrupt your data if they get their way.
It’s actually a pretty engaging experience; trying to balance your remaining health pieces and cached multiplier can get pretty intense if you’re going for the high score. The game has nice, computer-y graphics, and an awesome (if limited) chiptune soundtrack that doesn’t get on your nerves even after a 20 minute run.
As far as the controls go, they might take some getting used to, but once you’ve gotten the hang of it, you’ll be zipping all over the place. Of note is that the game also supports a gamepad input, which can make it easier to play.
The game is available as ‘pay-what-you-want’ over at Indievania, with a minimum of a $1.00 purchase. And it’s absolutely worth it.
2011 Gaming.Stackexchange Picks
It’s now the end of 2011, and it’s time to look back on some of our most memorable gaming moments of the year. This has been a great year for gaming, with so many excellent AAA titles such as Deus Ex Human Revolution, Skyrim, Uncharted 3, and Portal 2, along with many indie hits such as Bastion, Frozen Synapse, Terraria, and last but not least, Minecraft. We asked many Gaming SE users and blog writers to share their most surprising moments, most enjoyable games, and the games they are most looking forward to in 2012.
So there I was playing Skyrim like everyone else in the world when Egosoft released a DLC called X3: Albion Prelude bridging the gap between their previous game X3: Terran Conflict and their upcoming X: Rebirth. Now, being a HUGE fan of Egosoft and the X-series, I immediately punted on my current Skyrim playthrough (sorry, Punchy the Khajiit!) and snagged this little gem of a DLC. Not many games will make me put down Skyrim, but an X-series game is definitely one—possibly the only one.
Nitronic Rush is an “experimental survival driving game developed by students at DigiPen Institute of Technology” and was released – for free – on the 11th of November.
That very brief description really doesn’t do the game justice; it feels a bit like Trackmania in many ways, but with a extra side helping of crazy (the good type of crazy). Oh, and ignore the “student” bit, the game really is very well put together, I’d say they clearly know what they are doing.
If you are a stereotypical horny 13 year old male, you’ll find absolutely nothing wrong with Scoregasm.
It’s a fun dual stick shooter where you aim with your mouse in the general direction of enemies, and when you’re surrounded you can click to activate your close range attack and annihilate anything in the circle around your ship. This means that even if you’re surrounded by all sides in tight patterns of bullets, à la curtain shooter, you can always click yourself out of trouble; actually, you want to do that as much as possible.
Killing adds to a combo meter, but click-killing does so twice as fast, and while you can’t just spam your attack you can certainly use it generously. The combo meter drains with time and resets on death. If your high water marker for combo is high enough you’ll unlock exits to harder levels. End a wave with the combo above the required level and you’ll enter frenzy mode, where you’ll get even more ships onto you for a chance to get a crazy high score.
Basically, a bullet hell game that tries to be a little more accessible than the monsters out there, and thus has something to offer to everybody. What’s not to like?
To be fair, the above is a cut out from four minutes of gameplay. You can watch the whole thing here, but the moaning is pretty much a constant throughout the game.
An unnecessary, unjustified, annoying, obnoxious, tasteless constant. And there’s no obvious way to turn it off. Even as a white male in his youth, the “porn sounds” became old real fast.
FallenAngelEyes has contacted the developer and we’ve learned that, luckily, we’ll be able to turn off this constant on and off with the next game update.
This game was part of the second Indie Royale bundle, and probably is the most fun game of the bunch.
The first Indie Royale bundle, “The Launch Bundle”, came and went about a week ago now. I grabbed a copy fairly early, mostly to pick up Sanctum and give that a whirl.
Now, Sanctum is good enough, but it was two of the other titles from the bundle that have really grabbed my attention, and I think they’re worth at least taking a look at – even if you’ve now missed the bundle.
I got to play Rage as part of the Promotional Grant, however Jeff put a small dent in my enthusiasm with the following tweets:
Warning: Id’s Rage is very, very bad IMHO. Neat tech, terrible game. Well, there goes $60.. I say “bad” because I have absolutely no motivation to keep playing Rage after 2 hours in (I loved Doom3). The tech really IS amazing tho.
Granted, two hours is hardly enough to judge an entire game, but I can see where he’s coming from. I have been ‘enjoying’ myself so far, but its surely not flawless. As Jeff mentioned, the tech makes it look great. Great and realistic lighting, massive environments
But I have a feeling this is mostly skin deep. What do I mean by that? Physics engines in games like Half-Life 2 have spoiled us, but I hate how objects in Rage are so static. You see a table covered with papers and other objects, but no amount of movement and bumping against the table will make them move and feel ‘alive’.