Showing posts with label platformer. Show all posts
Showing posts with label platformer. Show all posts

Wednesday, May 6, 2020

Bonk: Brink of Extinction (XBLA, Cancelled)

Bonk: Brink of Extinction
Developed by Pi Studios
Published by Hudson
Announced for PS3/360/Wii


Bonk: Brink of Extinction was developed by Pi Studios and was aiming for a 2010 release on XBLA, PSN and WiiWare as a digital-download. It was going to retail for $10, or 800 Microsoft Points. This would have been the first Bonk title in quite some time, not counting the mobile game or re-releases of the old games on the Wii's Virtual Console. This was going to be a 2D Bonk that uses 3D-rendered graphics. It's not the most attractive looking game and much of the charm and tight controls of the old games are lost in the transition. Some of the background design and the colors looked decent, but the character models themselves were just strange looking. The developers had to create something that could run on the Wii, so that definitely held back the graphical presentation a bit. It's still recognizable as Bonk I suppose, but it would have been so much better to just go with 2D sprites.

Bonk: Brink of Extinction was going to feature a story mode with both local and online coop play. Gameplay looks to remain true to the old games, where you navigate 2D platforms while headbutting, climbing, swimming and biting your way to the end. Eating certain items will transform Bonk  into several different forms, acting as a temporary power-up. There are hidden entrances on many levels that will lead to mini-games. From what I've seen of the gameplay, it looked like a rather standard 2D platformer. 3 DLC packs were also planned, 2 of which appeared to be competitive modes and another to be an additional story.

Bonk: Brink of Extinction was actually completed and there were a few contributing factors as to why it stayed unreleased. In January 2011, Konami bought Hudson and began setting projects aside to save money. The US branch of Hudson, Hudson Entertainment, closed down in February 2011 and the following month it was announced that Bonk: Brink of Extinction was cancelled. Developer Pi Studios also closed down around this time. It didn't help matters that the Tōhoku earthquake and tsunami hit in March 2011. Bonk: Brink of Extinction features a natural disaster in the game so this basically ensured that Bonk would stay cancelled.

Related Links:
Bonk: Brink of Extinction - Unseen64 
Bonk: Brink of Extinction Feature - Nintendo Life
Bonk: Brink of Extinction Unreleased Soundtrack - Disaster Peace
Hard4Games Playing Bonk: Brink of Extinction - YouTube
Bonk: Brink of Extinction - Wikipedia


Friday, May 1, 2020

Deep Ones (Xbox One, 2018)

Deep Ones
Developed by BURP! Games
Published by Sometimes You
Released for Xbox One (4/11/2018)
Also on PC/PS4/Switch/Vita


Deep Ones was developed by BURP! Games, a developer that's hard to find much info on. From the little bit I could gather, I believe they are from Ukraine but everything else is a mystery. It really makes you curious what the process is for Sometimes You and where they dig up some of these obscure indie games to publish. Deep Ones was released for 5 platforms in April 2018, including PC, PlayStation 4, Switch, Vita and the Xbox One.

Deep Ones starts off showing your character, floating along in his submarine when it is suddenly destroyed by a giant octopus creature, leaving you to navigate the bottom of the ocean on foot. You'll pick up a harpoon quickly, which you'll need to defend yourself against the various dangers that await. The graphics in Deep Ones are composed of simple pixel-art that looks to pay homage to the ZX Spectrum and its limited color palette. Your character moves slow, but I suppose that's appropriate considering he's walking on the ocean floor.

There are over 20 levels you'll have to traverse and in the early levels you'll see enemies like turtles, blowfish and crabs, but later in the game it gets a bit crazier when the pirates show up. The pirates come in several varieties with some that fire rifles at you, some that attack with swords and big guys that attack when you get close. Every now and then, the game changes things up a bit to keep it interesting. One stage has you riding on the back of a giant seahorse escaping from a giant shark in pursuit while another a few later stages take away your harpoon and arm you with a sword. The stage design is extremely simplistic and a bit on the easy side, but the developer did a good job at least changing it up and keeping it from getting too monotonous. The campaign will last you around 3-4 hours and there are a few boss fights thrown in there for good measure.

It's easy to take one look at Deep Ones, notice publisher Sometimes You and just label it as more easy gamerscore garbage that the company has been known to pump out, but I was pleasantly surprised to find a fun little game here, well worth the $5 asking price. If you don't mind a 2D action-platformer with a slower, more methodical pace, give Deep Ones a look. While the graphic design is definitely an acquired taste, the gameplay is very basic and it's a bit easy, there's a lot of cool ideas and level variation that make this one worth a play.

Final Verdict: Deep Ones is a simple 2D action-platformer with a minimalist pixel-style where you play in scuba gear, slowly walking along with ground underwater. It's decent, but drags on a bit longer than it needs to.

Related Links:
Buy Deep Ones - Microsoft Store
Sometimes You - Official Site
Deep Ones - Metacritic
Deep Ones - GameFAQs
Deep Ones - True Achievements
Deep Ones Achievement Guide - Xbox Achievements

Tuesday, April 28, 2020

Awesome Pea (Xbox One, 2019)

Awesome Pea
Developed by PigeonDev
Ported & Published by Sometimes You
Released for Xbox One (3/1/2019)
Also on PC/PS4/Switch/Vita


Awesome Pea, developed by PigeonDev, is a 2D platformer that was originally released for PC in September 2018, while the Xbox One version was published by Sometimes You in March 2019. Awesome Pea attempts to capitalize on the nostalgia craze, featuring retro-inspired graphics that mimic the look of the Game Boy with it's limited yellow-green color palette. There's been no shortage of retro-throwback titles or 2D platformers over the years, so without further ado let's look at Awesome Pea and see if it's worth taking the money and time to download and play...

In Awesome Pea, you take control of the little blob-looking thing that I'd guess is supposed to be the titular pea. The pea looks quite reminiscent of the main character Jerry from Game Freak's Jerry Boy (or Smart Ball in the US). You move the pea with the analog stick or d-pad and use the A button to jump. You also have a double-jump. That's it to the controls in Awesome Pea. While simple, they work well enough and the platforming feels good for the most part.

Awesome Pea features an overworld map featuring 4 worlds with 30 stages between them, unlocking the next as you complete each one. There's a couple different types of themes for the stages which you'll see repeat with different layouts as you progress. The backgrounds are detailed enough when taking the game's limited color palette into consideration. The music and sound effects are retro-themed in order to complement the graphics, and while nothing stands out too much they're not bad either. The limited color palette makes the game a bit ugly though and I frequently found myself wanting to play only a few levels at a time as the drab palette makes it uninteresting to look at for long periods of time. That's not to say that the game is terrible, it's an above average effort, just that the lack of colors and repetitive stage designs makes it hard to bear for long periods of time.

Each stage has a set of collectibles in the form of coins and gems, with an achievement to be unlocked for gathering all of them on every stage. This helps add at least a small amount of replay value, which is good because Awesome Pea is a short game. The first time you boot the game up, both of the featured "effects" are turned on, which are actually just filters. The tube-effect warps the corners of the screen to emulate and old computer or television monitor. The CRT-effect adds some overall transparent fuzziness and a bit of a warped picture down towards the lower portion of the screen. This looks more like viewing a worn-out VHS tape or watching a channel with bad reception than your standard CRT picture. We'll delve a bit more into these filters when we get into the gripes here shortly. Awesome Pea features music and sound that feel appropriate to the graphic style, and while they suit the game well enough there's not enough music tracks and the overall sound design is unremarkable.

In a platformer like Awesome Pea, it's important to be able to control your character with accuracy. I'm glad to report that the controls here, while far from perfect, work well enough with regards to the challenges laid out by the developers. It feels like there's a slight lag between the moment you press the jump button and when the pea on-screen reacts to it, but it's not game-breaking and is something you'll adjust to if you stick with the game. Awesome Pea has a double-jump that's easy to use and adjusting in mid-air works well. You can control the pea with either the analog stick or the d-pad.

Most of the levels themselves are quite standard and not too challenging, just jump over the obstacles while collecting the coins and gems. There is one particular stage type that stood out as more annoying than the others, which are the stages where you're descending downwards while the ball projectiles are coming up from below and the sides. These stages are far more difficult than the others and will no doubt be the main source of frustration for those trying to 100% the game. They're do-able, just a major pain in the butt.

Other gripes include a questionable player hit-box, where it feels like I clearly jumped over the spike or projectile but somehow still got hit. The included CRT filter not only makes no sense for a game trying to replicate something from the Game Boy, but it also obstructs the view of some coins or gems located on the sides of the screen, thus it handicaps the gameplay. The other included screen distortion effect also makes no sense on a Game Boy game either and is a rather pointless inclusion.  If you intend to play Awesome Pea, my first recommendation is to go into the options and turn the filter and distortion effects off.

While Awesome Pea delivers a serviceable 2D-platforming experience, when you reach the final stage it feels anti-climactic and the game just sort of ends. With a lack of boss battles or any type of confrontation at all, the game feels a bit hollow when compared to other efforts in this genre. A little bit of action mixed with the platforming might have went a ways to make the game a bit more fun, but as it stands Awesome Pea is a middle of the road 2D-platformer with a relatively easy set of achievements to obtain. It's not bad, but it really doesn't do much to stand out.

Final Verdict: Awesome Pea is a basic 2D-platformer with decent controls and relatively easy achievements, but the game feels a bit underwhelming in the long run due to the lack of any boss fights and unmemorable level design. You get what you pay for with this one.

Related Links:
Buy Awesome Pea - Microsoft Store
PigeonDev - Twitter
Sometimes You - Official Site
Awesome Pea - GameFAQs
Awesome Pea - True Achievements
Awesome Pea - Xbox Achievements


Friday, March 6, 2020

The Impossible Game (XBLIG, 2009)

The Impossible Game
Developed by FlukeDude
Released for XBLIG (11/23/2009)
Also on iOS/Linux/Macintosh/PC/PS3/PSP/Windows Phone


The Impossible Game is a platformer that pretty much boils the genre down to its simplest form, with gameplay that consists entirely of timing your jumps. The game contains only a single level, but as the title implies this level is quite challenging. This single stage can be cleared in about a minute and a half on a perfect run, but you'll spend much, much longer than that attempting to get through it.

In the Impossible Game, you'll take control of a square that scrolls along a 2D plane automatically, similar to many games in the runner genre, where your character is always moving forward with no input required from the player. Since you don't have to worry about movement, your priority will be timing your jumps to make it over the pits and spikes littered throughout the stage. It's simple, but it's far from easy. The speed at which your square auto-scrolls is quite fast and making some of the jumps will take very precise timing of your jumps. There's also quite a bit of memorization required, but this will come naturally as you play through the stage hundreds if not thousands of times trying to complete it.

The graphics complement the simple gameplay, consisting of solid squares and triangles placed upon a gradient background. While the visual presentation is simple, the music is awesome and makes dying a bit less painful knowing you'll get to hear the soundtrack. The level must be completed in a single run, but there is a practice mode that allows you place checkpoints anywhere along the path. After dying, you'll spawn back at the last checkpoint you've placed, making completing the level much easier but a lot less satisfying. There is a penalty for using practice mode, where the excellent music is replaced by a lame track. Finishing practice mode will end with a message telling you complete the stage legit.

The Impossible Game was one of the more successful titles on XBLIG and could regularly be found in the best-sellers section of the store. The game definitely earned its spot with easy controls coupled with a stiff challenge all to the tune of an excellent soundtrack. If you're a fan of brutal platformers you'll likely enjoy this one. If you're easily frustrated or just don't like hard games, you'd probably do your controller a favor to stay away from this one.

The Impossible Game Level Pack released for XBLIG in November 2010. This level pack added 2 new levels that ramp up the challenge compared to the original stage. While the pack started with only 2 levels, the developer diligently updated it over the course of time to include 2 more, for a total of 4 new levels, each with a new song to enjoy while you inevitably die thousands of times trying to complete these. These additional levels can be selected in any order, giving you some options if you get hung up on a particular level. The level pack was a great deal for those who enjoyed the original game, offering quite a bit of extra content which sold for the reasonable price of 80 Microsoft Points (or $1).

The Impossible Game was initially released on XBLIG in November 2009, was next released for iOS devices in April 2010 and even saw a release for the PlayStation Portable in September 2011. At the time of this writing, the game's final releases would come in May 2014 for PC, Linux and Macintosh. All versions of the game from the PSP onward include the bonus stages from the level pack.

Final Verdict: The Impossible Game is a short, simple platformer with a stiff challenge. If you like your games tough, give this one a look as it's still available on a number of platforms.

Related Links
The Impossible Game - Official Site
The Impossible Game Trailer - YouTube
Rage Quit: The Impossible Game - YouTube
The Impossible Game - GameFAQs
The Impossible Game Level Pack - GameFAQs


Thursday, December 26, 2019

6180 the Moon (Xbox One, 2015)

6180 the Moon
Developed/Published by Turtle Cream
Released for Xbox One (12/11/2015)
Also on 3DS/Linux/Mac/PC/Switch/Wii U


6180 the Moon is a 2D platformer from Korean developer Turtle Cream. The sun has vanished and it's up to you, the moon, to navigate through 100 levels in your search to restore the sunlight. This one's a bit different than your standard game in this genre, as the moon jumps very high, all the way through the top of the screen and up through the bottom.

6180 the Moon is likely not going to grab you from the screenshots. Everything is very minimalist and the primary focus is just the gameplay. The graphics are basically just composed of basic shapes with stars in the background; it's a simple style but it works well here. The music is smooth and relaxing, which fits the game's overall mood and tone. Sound design is basic and unobtrusive. Presentation-wise, 6180 the Moon sports a minimalist aesthetic that works in its favor.

Similar to Atari 2600 titles of old, the top and bottom of the screen are interconnected. It's a minor difference from your standard platformer, but it gives 6180 the Moon a unique feel. It's a bit refreshing to not have to worry about dying when falling over the edge. It's not as if you can't die, as there are still hazards in the form of spikes and various objects you'll have to avoid, not to mention vanishing platforms.

Each set of levels is represented by a planet, with each planet containing 10 levels. There are 5 planets which you'll have to go through twice, making for a total of 100 levels. Once you reach the end, the sun advises you that it's waiting on you (the moon) to set and you need to go back to set things straight. So you go back through the game again, this time both in reverse order and upside down. It sounds much more difficult than it is, with the entire game only lasting 2-3 hours. A few stages can be a bit challenging, but nothing is too frustrating and they get back in the action quickly when you die.

6180 the Moon is a fun game for the hour or so it lasts, but due to the brief length you may want to wait on a sale before picking it up, though the $4 asking price is quite fair. Give it a look if you're into 2D platformers; it's a nice little game. There's an interesting bit of text at the end of the credit roll that says the following: "We're Korean. But we don't make games in Korean. Because the South Korea government thinks video games are social evils, just like drugs." Just wanted to make a note of that as I found it interesting and not you don't commonly see messages from the devs in the credits.

Final Verdict: 6180 the Moon is a fun 2D platformer where you can jump really high through to the other side of the screen. While short and a bit on the easy side, it's still a good time for platformer fans.

Related Links:
Buy 6180 the Moon - Microsoft Store
Platformers - Xbox Overview
Turtle Cream - Official Site
Video Gaming in South Korea - Wikipedia
6180 the Moon - GameFAQs
6180 the Moon - True Achievements
6180 the Moon Achievement Guide - Xbox Achievements


Tuesday, July 30, 2019

Sigi: A Fart for Melusina (Xbox One, 2018)

Sigi: A Fart for Melusina
Developed/Published by pixel.lu
Released for Xbox One (9/7/2018)
Also on PC/PS4/Switch/Vita


Sigi: A Fart for Melusina is a very odd title for a game and for the duration of this review we'll just refer to it as Sigi. Sigi is yet another retro-inspired 2D action-platformer, something we have seen no shortage of in recent years. Does Sigi have what it takes to stand out from the large number of pixelized 2D games in recent years or is it yet another one that will be forgotten in due time?

Before we delve into the game itself, let's briefly go into the name Melusina featured in the title. If you're unaware of the legend of Melusine, like I was, then you may find this Wikipedia entry here of interest. Basically, Melusine is a mythical creature with the upper-body of a human female and the lower torso of a fish, not unlike a mermaid. There are various stories that change up the origins of the creature and at times the form of the creature changes completely. It's an interesting legend that I'd somehow never heard of, despite the fact it's been referenced in several video games over the years. Melusina in Sigi is portrayed as a mermaid, though you'll only see her in the intro and at the end of the game.

There's definitely some inspiration from the old arcade classic Ghosts 'n Goblins in Sigi, featuring an armor-bound knight slaying monsters in an effort to save a lady who was kidnapped. The enemy cast also shares a bit in common with the Capcom classic, with stuff like snakes, bats and zombies. You'll also be able to pick up and swap weapons similar to Arthur. The similarities mostly end there, as Sigi has a very different tone and feel from the old Capcom classic. Many stages take place in broad daylight, which definitely lightens the tone of the game. There's also quite a bit of humor in Sigi, further differentiating it from Ghosts 'n Goblins. I'll try to stop here with the Ghosts 'n Goblins comparisons, I just wanted to address this as that game was the first thing that came to mind when I saw Sigi.

Sigi features 20 stages with 4 of those being boss battles. The stage designs are much more forgiving than many of the brutal 2D games that inspired Sigi, though there are a few parts you will inevitably meet your demise at. It's hard to get too frustrated since when you die you spawn right back in on the same screen, so long as you have a spare life. You'll usually have some lives to spare in Sigi, since extra lives are quite plentiful. Each level will have coins scattered about and for every 100 of them you collet you'll rack up an extra man. There are also shields you can pick up, which will also grant you another life in addition to replenishing your health. Each non-boss stage also feature four letters that spell Sigi for you to collect and all but 1 stage have hidden caves for you to find as well. These hidden cave sections will typically yield coins, bonus lives and other goodies. There are also a few select stages with hidden items to find, though finding these doesn't do much but add to your overall completion percentage and unlock an achievement. At the end of each non-boss stage you'll find a hot dog stand, which replenishes your health and marks the end of each level.

Along the way you'll find weapon pick-ups. Sigi can only wield one weapon at a time, so you lose whatever you had previously upon grabbing a new one. There's a decent range of weaponry, with stuff like triple daggers, axes and throwing maces. Some are definitely better than others and I frequently found myself trying to hang on to the triple daggers as long as possible, as they were far more effective than the other weapons. The boss battles are rather easy since you spawn right back in when you die and you'll likely blow right through them. There are some strange designs for the bosses, with one of them being fast-food fries (Aqua Teen reference?) and the final boss sharing a striking resemblance to Hulk Hogan.

Sigi is an easy one to pick up and play thanks to responsive controls and simple level design. Everything works as it should and I didn't feel like I suffered too many cheap deaths. The presentation is executed well, with good-looking though basic sprite graphics and some solid chiptune music. While Sigi looks, plays and sounds above average, the biggest thing going against it would be its short length. Sigi is a very short game, with an achievement challenging the player to 100% all levels and complete the game within 30 minutes. While this may sound daunting at first, once you get the hang of the game this is actually a breeze.

You may be wondering why the game's subtitle is "A Fart for Melusina" right? Other than the obvious fact that the developers thought it was humorous, there's also a gag in the game where Sigi breaks wind when he encounters Melusina. It's stupid and silly, but helps set the tone for your adventure. Sigi also farts upon picking up food as well. Sigi: A Fart for Melusina is very brief, simple and easy to complete. Those aren't necessarily deal breakers though, and there is still some merit to checking this one out. The lax difficulty makes this a good starting point for those new to 2D platformers or those just looking for something that won't make them want to pull their hair out in frustration. The easy completion also makes this one ideal for achievement hunters. Due to the short length of time you'll invest in the game, you may want to wait for a sale on it though the $5 asking price for the game is fair.

Final Verdict: Sigi: A Fart for Melusina is a simple but enjoyable 2D action-platformer with a fun, silly tone that's very short in length and light on challenge, making it a good choice for beginners.

Related Links:
Buy Sigi - Microsoft Store
Melusine - Wikipedia
pixel.lu - Official Site
Sigi: A Fart for Melusina - GameFAQs

Strategy Guide/Walkthroughs:
Sigi Achievement Guide - Xbox Achievements
Cave and Secret Item Guide - Xbox Achievements
Sigi: A Fart for Melusina - True Achievements


Tuesday, June 11, 2019

Omega Strike (Xbox One, 2018)

Omega Strike
Developed by Woblyware
Published by Digerati Distribution
Released for Xbox One (6/2018)
Also on PC/PS4/Switch


Omega Strike combines a 2D run 'n gun/platformer with Metroidvania style gameplay. Despite having a somewhat generic name making it easy to overlook, Omega Strike is a competent Metroidvania that fans of the genre might want to dip into. Presented in old-school pixel art graphics, you'll blast your way through five large areas while unlocking new abilities along the way. As you gain new abilities you'll be able to explore areas you previously couldn't access.

Omega Strike features the standard plot of a bad dude, Dr. Omega, who threatens to dominate the world under his reign of terror. It's up to our three heroes Sarge, Bear and Dex to put an end to Dr. Omega's evil plans. At the start of Omega Strike you'll only have control of Sarge, but as you progress you'll unlock two additional characters you can switch between on the fly, each with different abilities that you'll unlock as you play. Sarge packs an assault rifle and has the ability to shoot through certain blocks and roll. Dex wields a shotgun and can double jump and dash. The third character, Bear, packs a grenade launcher and the ability to push heavy blocks. Characters can be switched instantly with a press of the Y button and you'll find yourself switching between them quite frequently as you encounter different scenarios throughout the game. It's a neat concept and works well enough, though Sarge and Dex are easily much more effective than Bear. Bear was primarily effective for enemies below you since his grenade launcher has an arc to it, but you'll encounter these scenarios far less frequently than enemies in front of or above you which are better handled by Dex or Sarge. Once you unlock Dex's double jump ability, you'll likely only switch to the other characters when required and then go right back to Dex due to his enhanced mobility.

There are five total stages to explore in Omega Strike. There's a decent variety between the stages, which will take you through mines, the desert, a scrapyard, the mountains and the woods. While five stages might sound quite short, the maps are large in size and will take a while to explore. You'll find yourself returning to previous areas quite frequently as you unlock new abilities and are able to access areas you couldn't before. The fifth and final stage, the Omega Citadel, is an air fortress in the sky that can only be unlocked after defeating all previous bosses on the first four stages.

There are collectibles scattered about in the form of medkits, treasure chests and lifecubes. The medkits will be added to your inventory when collected, which can be used from the item screen anytime you need to restore some health. The treasure chests add some extra money which you can spend on upgrades or items at a merchant. The lifecubes will be added to your inventory and can be exchanged at the military base. Four life cubes will grant you one additional block on your life meter. Some of these are well hidden, so you'll definitely pass some of them up on accident. Enemies respawn every time you enter a new screen, so you'll find yourself blasting through the same screens several times in a playthrough as you backtrack to access new areas.

Graphically, Omega Strike presents the 2D action with pixel-art that looks like something straight out of the 32-bit era. The pixel art is simple but packs more than enough detail to convey what the sprite is supposed to be. Backgrounds are also quite detailed with several scrolling layers adding a nice sense of depth. There's a decent variety to the stages, with each feeling different than the last. There's also quite a nice variety of enemies to dispatch and the game does a good job ramping up the difficulty of the enemies as you progress. Each map has its own theme music, all of which are solid and a few are quite memorable. The songs for Emerald Woods, Scrapyard and Omega Citadel definitely stand out as personal favorites. The sound effects are simple and to the point. Nothing sounds too obnoxious and I never got tired of hearing the sounds of the game, though much of this is due to the excellent soundtrack. In regards to the music, every time I heard the theme song for Emerald Woods this song from the Gradius 3 OST would pop into my head. Do you notice the similarities as well or am I imagining things? Control-wise, Omega Strike features a simple control layout that works well and really leaves nothing to complain about.

I didn't find much to gripe about during my time with Omega Strike, though there are a few aspects that could've been improved. I wound up purchasing all of the upgrades roughly about halfway through the game, which left me nothing else to spend my money on besides food and the teleporter device (which warps you back to the military base). Another shop later in the game with a few more items to buy would have went a long way. While the map works fine for what it is, having some kind of way to place markers or indicate where you want to return later would have been great. As it is, you'll end up doing a lot of useless backtracking to figure out where you're supposed to go (unless of course you use these maps), but this has been a common issue with many Metroidvania games in the past and kinda comes with the genre sometimes. There's also the character balance issue I talked about earlier, with Dex and his double-jump ability making him far more enjoyable to use than the other two characters.

During my playthrough of Omega Strike, I unlocked 100% of the achievements in a little under 7 hours. Having obtained the game on the cheap in an Indie Bundle sale, I felt like I got more than my money's worth but I might feel different had I paid full price for the game, so you may want to wait and catch it on a sale. While a bit on the short side, I found myself wanting more when it was all said and done which isn't necessarily a bad thing. Omega Strike is far from perfect, but it's a fun little Metroidvania game that won't take up too much of your time.

Final Verdict: Omega Strike is a Metroidvania with elements of a 2D run 'n gunner and platformer. While a bit easy and short in length, there's still some fun to be had here. Grab it when it's on sale if you dig Metroidvania games.

Related Links:
Buy Omega Force - Microsoft Store
Buy Indie Darling Bundle Vol 3 - Microsoft Store
Omega Strike Item Maps - Xbox Overview
Omega Strike - GameFAQs
Woblyware - Official Site
Digerati Distribution - Official Site
Omega Strike - True Achievements

Monday, December 17, 2018

Thomas Was Alone (Xbox One, 2014)

Thomas Was Alone
Developed by Mike Bithell
Published by Curve Digital
Released for Xbox One (11/2014)
Also on Android/iOS/Mac/PC/PS3/PS4/Vita/WiiU


Thomas Was Alone is a 2D puzzle/platformer originally released on PC & Mac in 2012. In 2013 the game would see a release for the PlayStation 3 and Vita. The Xbox One port would arrive in late 2014, this same year the game would also release on mobile devices, the PlayStation 4 and the WiiU. Thomas Was Alone has the player taking control of various shapes in order to navigate them to the exit, move on to the next screen and do it all over again. The puzzles ramp up in difficulty along the way.

Graphically, Thomas Was Alone is a very simple looking game. The graphics are all composed of squares and rectangles, giving the look an almost Atari 2600 vibe. There are some minor background details and lighting effects that help the game feel a bit modern, but overall the game looks incredibly simplistic. The sound effects match the old-school graphics and many of the sounds reminded me of the Bit Trip games, which also sported a throwback Atari aesthetic. The shapes you'll take control of each have a name and voice attached to them, and you'll frequently hear a voice actor narrating the thoughts and back-stories of the characters as you play. The story in the game has a lot to do with friendships and loneliness. It's decently written and the voice actor does a good job reading it. If you tire of hearing the narration, there's an option to turn it off.

When you first begin in Thomas Was Alone, you'll take control of the rectangular titular character Thomas. There will be an outline of your character in each stage and once you've lined your character up you'll progress to the next screen. There are 11 total chapters, or scenarios as the game calls them, with each scenario containing 10 screens. As you play through, new characters will be introduced. Each have their own shape, name and characteristic. The big blue square can float on water while the pink flat rectangle can be used as a trampoline. You can switch between the available characters on the fly and you'll have to work together with them to pass each stage.

There are collectible pickups scattered throughout the campaign. Each scenario is composed of 10 screens and each of the first 9 scenarios feature 2 collectibles hidden somewhere within. The final 2 scenarios were released as DLC for the first releases of Thomas Was Alone, but here we see it included in the base game. These final 2 scenarios definitely stand out from the rest of the game and feel more like an entirely different game, featuring far less emphasis on puzzles and more on difficult platforming sections with lots of spikes. It feels more like Uncraft Me than it does the first 9 scenarios. These final two episodes aren't bad, they just offer a different and more difficult challenge than anything you've faced up to this point.

There is a frequently reported save bug, with many players stating that when resuming their game it would set them back, sometimes as many as 60 screens! While the game is short, this can become annoying quick. I was lucky enough to not encounter the bug, but I completed the game within three play sessions so I didn't give it much of a chance to glitch out on me. Another thing to watch out for is when starting the game up the menu option for new game is always selected and accidentally pressing this will clear your progress and restart the game. It's something we take for granted that most games start off at the resume game option by default.

Those who dig a good puzzle game and/or retro-style platformers will find something to enjoy in Thomas Was Alone. Throughout the original 9 episodes, there's a nice variety of puzzles you'll encounter and the developer did a nice job keeping it from getting too difficult or frustrating. The final 2 episodes crank up the challenge quite a bit and while they feel a bit out of tune with the rest of the game, but it's not enough to drag the entire game down.

Final Verdict: Thomas Was Alone is a short but enjoyable 2D platformer/puzzle game with some very blocky pixels as its stars. Recommended for genre fans or anybody who wants a quick and relatively easy game.

Purchase Links:
Buy Thomas Was Alone - Microsoft Store

Related Links:
Thomas Was Alone - GameFAQs
Mike Bithell's Games - Official Site
Curve Digital - Official Site

Strategy Guide/Walkthroughs:
Thomas Was Alone - True Achievements
Collectible Pickups Guide - True Achievements
Achievement Guide - Xbox Achievements


Friday, December 14, 2018

Hue (Xbox One, 2016)

Hue
Developed by Fiddlesticks Games
Produced by Curve Digital
Released for Xbox One (8/2016)
Also on Linux/Mac/PC/PS4/Vita


At a quick glance it's easy to make the mistake of writing Hue off as just a Limbo wanna-be due to the similar monochrome graphic-style. Within a few minutes of playing you'll see that even though both titles do feature similar 2D platforming, the color-based puzzles in Hue give the game a flavor of its own.

When the game begins, everything is seen in gray and black. Your character awakens to find his mother missing and it's up to you to go looking for her. You'll learn about the research she's been conducting at the university via narration in certain rooms along the way. As you progress through the campaign in Hue you'll unlock additional colors while also learning of your mother's efforts to view the different colors of the spectrum and how she perceives seeing them for the first time. Using the right stick brings up a color wheel, allowing you to change the color of the background. When you select a color, any objects that are the same as the selected color will disappear. The puzzles in Hue revolve around using the various colors to make objects disappear and reappear as needed.

Once you get a little ways into Hue you'll have the whole spectrum of the rainbow at your disposal. Some of the later puzzles will require some tricky timing, but luckily if you fail you'll load right back up at the room you were last in. The game never gets too frustrating, but the last handful of screens will leave you scratching your head at first. When switching colors, the game slows down while making your selection, giving you ample time to adjust colors in some of the trickier spots, such as changing colors while in mid-air to make a platform appear in front of you. Like most 2D puzzle/platformers, from time to time there are boxes you can move around. Later stages involve paint blasters that will color your box when splashed, making for some unique box-coloring puzzles. Overall, the puzzle design is solid throughout the game and there's a decent variety to what you'll encounter along your journey.

Hue features collectibles scattered through the game in the form of beakers. There are 28 of them in total to be found and some of them in the earlier sections will require some backtracking after you've obtained more colors of the spectrum. This helps in adding at least a little replay value if you wish to go back and collect all of the beakers, though there is nothing other than an achievement for doing so. That being said, going out of your way to find the beakers can add an additional challenge to the game as some of them are very well hidden.

While the visuals aren't going to blow anyone's mind, the simple graphic style works well in Hue. Everything has a minimalist look and the sound design matches this. The music has a nice relaxing vibe and the sound effects are never obtrusive. Depending on your sensitivity to color, you may encounter some issues while switching colors on the fly. I found myself frequently mixing up the yellow/orange and purple/pink colors, but this may be more of a personal problem and you might not have an issue with it. There is also an option for colorblind folks that has symbols for the colors that can be found on both the objects and your color wheel.

Hue is an enjoyable 2D puzzle/platformer that should only take you somewhere between 7-10 hours to complete. While a bit on the short side, the game is a good time for those who enjoy a nice puzzle and doesn't overstay its welcome. There's a steady ramp to the challenge and by the end of the game the puzzles will really test your brain. My playtime with Hue was around ten hours and in all that time I didn't experience a single crash, bug or glitch, which is something you can't take for granted in this day and age. Having a story is a welcome bonus and the game would have still been fine without it, but having it helps give the player another incentive to push on. If you're the type who loves solving puzzles, I'd highly recommend giving Hue a look!

Final Verdict: If you enjoy puzzle games, especially of the 2D-platformer variety, Hue is worth a look. It's short but worth your time and an enjoyable little game.

Related Links:
Buy Hue - Microsoft Store
Hue - GameFAQs
Hue - Official Site
Henry Hoffman (Developer) - Official Site
Curve Digital - Official Site

Strategy Guide/Walkthroughs:
Hue Achievement Guide - Xbox Achievements
Hue Beaker Locations - Xbox Achievements
Hue - True Achievements

Tuesday, October 9, 2018

Platformance: Temple Death (XBLIG, 2011)

Platformance: Temple Death
Developed by Magiko Gaming
Released for XBLIG (6/2011)
Also on PC/Windows Mobile


Platformance: Temple Death is the follow-up to Platformance: Castle Pain. The game basically delivers more of the same, offering up a single large level filled with 2D platforming challenges. There are checkpoints throughout and you have three different degrees of camera-zoom to choose between, including one that zooms way back and allows you to see the entire map. The 2D pixel-art is detailed and there's an impressive amount of variation to the environment despite the game taking place on a single stage. There are three difficulties: normal, hardcore and insane. Temple Death is quite a bit more challenging than the original and this time after you rescue the "starlet" you have to carry her back and traverse the entire map backwards! In normal mode, checkpoints are abundant so with some persistence anybody can plow their way through the game. Hardcore and insane modes both add additional obstacles and ramp up the toughness accordingly. Insane mode will test even the most seasoned 2D-platformer veterans. Local high-scores are saved and there are rewards that function like achievements, unlocking when a certain criteria is met. Like the first game, Platformance: Temple Death is a solid tough-as-nails 2D-platformer that's worth a play for those who love a tough challenge.

Final Verdict: Platformance: Temple Death is more of the same tough 2D-platforming found in the first game and is recommended for anybody who loves some high difficulty.

Related Links:
Platformance: Castle Pain - Xbox Overview
Platformance: Castle Death - GameFAQs
Magiko Gaming - Official Site


Tuesday, August 14, 2018

Escape Goat (XBLIG, 2011)

Escape Goat
Developed by MagicalTimeBean
Released for XBLIG (11/2011)
Also on Linux/Mac/PC


Escape Goat is a 2D puzzle/platformer where you play as a goat. You must navigate platforms, manipulate switches, utilize fellow animal helper buddies, find keys and eventually work your way through an exit. You have a double-jump and the controls are tight enough that the platforming never becomes frustrating. The pixel-art is very well done, with a very authentic 8-bit feel to it. You have an over-world stage where you can choose which set of levels you'd like to tackle next, each represented by a door. There are nine doors to choose from and each one features five levels. Once you've completed all of those you'll go up against the final nine challenges for a total of 54 stages. This game originally retailed for a dollar on XBLIG, making Escape Goat quite the value for a buck! The game will offer up several hours of enjoyment to those who enjoy a nice puzzle/platform challenge, plus after you finish the main game the developers have included a level editor allowing you to create your own levels (local only). A sequel would come out for PS4, PC Linux and Mac in 2014, but the original must not have sold enough to convince them to publish the sequel for Xbox One. Microsoft should have promoted the original game into the Xbox Live Arcade back in 2011 to get it onto the screens of more gamers and it would have been possible to implement the option to share user made levels! As it is, Escape Goat stands tall among the best releases on the XBLIG platform.

Final Verdict: Escape Goat is a wonderfully crafted 2D puzzle/platformer that gamers should not sleep on!

Related Links:
Escape Goat - GameFAQs 
Escape Goat - MagicalTimeBean Official Site


Sudocats (Xbox One, 2023)

Sudocats Developed by Devcats Games Published by Silesia Games Released for Xbox One|Series (5/9/2023) Also on Linux/Mac/PC/PS4/PS5/Switch I...