Archive for April, 2014

Harvester Review

Harvester Boxart

Developer: DigiFX Interactive
Publisher: Merit Studios / Night Dive Studios
Platform: PC – DOS, GOG*, Steam

Harvester, along with a few other FMV adventure games, paved the way for ridiculous violence in the 90s gaming scene. Of course, this was right around the time that people began to express concern and attempt to enact legislation about violence in video games. Instead of taking on the issue in a professional manner, developers rushed to make the most foul media possible. Harvester is a tremendous product of that era and somehow still manages to be shocking.

The town of Harvest is stuck in the 50s. Women are obsessed with the PTA bake sale and little else while men appear to have their own fascination with meat. Everyone is in love with the mysterious Lodge. Steve wakes up in Harvest with no memory and realizes the townsfolk are completely out of it. He finds his supposed wife-to-be Stephanie is also aware of the disturbing nature of Harvest. Steve decides to join the Lodge in hopes of finally leaving this ridiculous town.

As this is an adventure game, there’s a ton of puzzles to solve as you point and click your way around the small town. Most aren’t too difficult but some do seem to expect solutions without ever hinting at them. One nice feature of Harvester is that it won’t let the game progress if you’ve missed out on any key items. There are a good deal of colorful townsfolk and you’ll want to talk to most of them each day, although some are best left alone (nuclear base, anyone?).

Harvester Screenshot 1

The real meat of the game is simply talking with the townspeople and seeing what ridiculous event transpires next. Everyone is just so odd that they captivate you for the hours it takes it beat the game. I was perturbed by certain characters because things have changed over the years.

Is it really a great gag when the firemen are all lisping interior decorators? No, not really, nor are other characters who refer to them in derogatory ways. There’s also Stephanie’s proclivity to wearing lingerie and nothing else multiple times during the game. If aspects such as these were left out the experience would be easier to recommend. And even so, Harvester lends itself to a car crash reaction, where you can’t help but explore it entirely despite its inherent nastiness.

Harvester is beyond the B-movie. It reaches Troll 2 levels of ridiculous and that’s why it makes you need to beat it, just to see this all through to the end. As it turns out, Steve isn’t nearly as much of a kidder as DigiFX Interactive were. Playing Harvester takes one back to an absurd era of gaming where developers would rather give legislators the finger then ever tone down their games.


Score: 3

3 out of 5 alpacas


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Mission Runway Review

Mission Runway Boxart

Developer: Virtual Playground
Publisher: ValuSoft
Platform: PC – Steam

Being a fashion designer is something I’ve never dreamed of, but for some reason I am still compelled to play any fashion-related game that comes into my hands. From Barbie Fashion Designer until now, I’ve been seeking the perfect fashion game. Nope, Mission Runway isn’t it, but it is better than some out there.

In Mission Runway you participate in a TV show competition (modeled no doubt after Project Runway). Each “week” the designers compete in a themed challenge, get their fashions judged by a panel of celebrity experts (Tyra Banks lookalike and all), and someone always gets sent home at the end of a show. Hopefully, you can become the contestant that wins big!

Mission Runway Featured

Like most mission-based fashion games you simply have to create designs that relate to the themes in question. If the contest is for business wear then you’d better not throw your model onto the stage with a ball gown. Similarly, beach outfits should not likely contain pants and a giant jacket. That said, you can still mess around with the different style types and clothing once you get a feel for how generous the grading is.

That’s one of my favorite things in these otherwise not particularly deep fashion titles. I love attempting to game the system by creating the strangest outfits that still succeed at their goal. Of course, there are times I try to make pretty outfits too but my eye for it is pretty poor. With that said, the game takes less than two hours to beat if you know what you’re doing and there are not enough outfit choices that look anything other than horrendous. Since Mission Runway is supposed to be all about fashion it would have been nice to see more on display.


Score: 1

1 out of 5 alpacas


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Rex Nebular and the Cosmic Gender Bender Review

Rex Nebular and the Cosmic Gender Bender Boxart

Developer: MicroProse
Publisher: MicroProse
Platform: PC – DOS, GOG*

If we were to be transported back to the start of the 90s we’d see that adventure games were still king. The two main combatants in the ring were Sierra and LucasArts, although many others tried to emulate them. One of MicroProse’s adventure game efforts was Rex Nebular and the Cosmic Gender Bender. With its own brand of adult humor, it actually does succeed in certain respects, although it falls apart in others.

Our star is Rex Nebular,  an apparently for-hire thief, who regales a very strange tale that took place as he attempted to recover something for a mission. While searching through the galaxy his ship is intercepted by hostiles who shoot him down, landing him on their planet. As is quickly revealed, the planet seems inhabited purely by women. The Great Gender War proved women the dominant gender thanks to their incredible biochemical skills, which wiped all dudes from existence. Rex is set to either be killed or used as livestock to keep the population growing.

Although that might sound like some sort of tawdry sci-fi lit, Rex isn’t exactly enthused at either prospect. What he cares about most is his mission and heading home. Of course, puzzles slow his adventure. Rex Nebular and the Cosmic Gender Bender has multiple difficulty settings which dictate how many of the puzzles a player has to deal with. Although none are impossibly obtuse, some are a bit mean. Inventory management is downright horrible as you must scroll through an ever-increasing list of items to find the one to use. Anyone who relies on guess and check for puzzles will be in a world of pain here.

Rex Nebular and the Cosmic Gender Bender Featured

Most point and click adventures that weren’t from the big companies had a hard time with humor. This game actually manages to (mostly) nail it. Jokes are ridiculous and silly without resorting to gendered jokes as I expected would be the case. Honestly, the whole “Gender Bender” thing seems overblown in an otherwise relatively tame adventure experience. Women in the game are routinely depicted as strong as they are the leaders of society and inhabit a great many roles. The biggest issue is that all the women fit a stereotypical Western depiction of beauty, minus one who is used as a completely useless sight gag.

So while it is actually a pretty funny romp, it is short and far less interesting than the name implies. The story feels like the beginning of a series of (as of yet unseen) Rex Nebular adventures. Rex just wasn’t cut out for that. Despite excellent writing overall, Rex himself is mostly a blank slate with a dash of machismo. Rex Nebular and the Cosmic Gender Bender is best for adventure game lovers who can handle anything as long as it has snappy writing.


Score: 1.5

1 1/2 out of 5 alpacas


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Actual Sunlight Steam Giveaway!

Actual Sunlight Featured

The contest has concluded! Congratulations to Arsyad Kalua, Colton Olds, and DrPixel!

Hello and welcome to our latest contest on Pixel Pacas! In case you couldn’t tell, we really found Actual Sunlight to be a game that players owe it to themselves to try. Beyond a glowing review and interview with Will O’Neill himself, we’re giving readers a chance to experience the game free of charge! Thanks to the developer we’ve got three copies to give out!

Here are your options for entering our giveaway.

Option One:

1. Follow our Twitter account – @PixelPacas

2. After you’ve followed us, post the official contest tweet: Actual Sunlight’s serious narrative is intriguing and there need to be more games like it! Pick me, @PixelPacas !

Option Two: 

1. Leave a comment on this post describing why you’d like to play Actual Sunlight. 

Note that you are allowed to use both options! This will grant you two entries into the giveaway instead of one. If you do both, make sure you tell us your Twitter handle in the blog comment so the entries get paired up.

Our Actual Sunlight giveaway ends on Sunday – April 13th at 10 AM PST. Good luck!


If you’d like to stay in the loop about our contests and content our Twitter is always kept up to date. But if you don’t use Twitter, we also have a Steam Group that is updated whenever a new giveaway goes live.

Interview with Will O’Neill, Creator of Actual Sunlight

Actual Sunlight Screenshot 3

Last week we reviewed Actual Sunlight and were drawn in by its intense narrative. Developer Will O’Neill was gracious enough to let us have an interview with him discussing the game’s creation and a little bit more. Today Pixel Pacas is proud to present this great interview!


Pixel Pacas: How did you get started developing games? Were there any independent developers you looked up to at the time?

Will: Actual Sunlight is my first game, but I have a much longer history as a creative writer. Eventually, I had the thought that maybe I should try to merge my writing into the world of the games that I also loved and had spent so many of my years living. I was definitely inspired to believe that it was possible through other very story-heavy games such as Christine Love’s Digital: A Love Story, as well as Kan Gao’s To The Moon. Atmospherically, I love a lot of survival horror games – Silent Hill 2 especially. The best written game of all time in my opinion, however, is Star Control II…!

PP: Were there any points during the development of Actual Sunlight that you feared it would not be completed? How long did it take to finish the project?

Will: I wrote it in the second half of 2012, and at that time was sort of restarting an earlier version of it that doesn’t really resemble what it eventually became. I was worried all the time. You worry all the time. I was so relieved when a lot of things started to click, and the pace of my writing on it really picked up towards the end of 2012, ultimately enabling me to release the very first version of it in 2013.

PP: What led to design decisions such as the RPG-esque visual style?

Will: I liked the idea of doing it in RPG Maker VX ACE because I felt it would be a way of commenting on the way Evan saw the world: Through the eyes of a person extremely trapped in himself and his own addictions, especially games. Of all the tools that somebody with my lack of experience and expertise could have used to make a project like this, I think I chose the right one.

PP: Did you have any expectations to how the gaming community would respond to your game? Have you been surprised at the response since its initial launch? Have things changed due to the Steam release?

Will: When I was finished, I knew that I had done something that was really quite good – definitely better than anything I had done in the past. Still, I was very surprised to see just how many people were really moved by the game, and how deeply. I have more than one letter that starts with ‘I never write to game developers’ and which then proceeds on for hundreds or even thousands of words. I’m very honoured by the things that people have shared with me in return for what I’ve shared about myself through the game.

It’s too early in the Steam release to know if anything will really change, but I doubt it – hopefully it will just be the same thing on a much larger scale. I’m really proud of Actual Sunlight and want it to be played by as many people as possible.

PP: Will you continue to pursue making serious, narrative-focused games in the future? What do these types of games offer players that is unique to the medium?

Will: These are definitely the kinds of games I will continue to make – before anything and everything, I’m a writer. The further I move away from that, the less I think I’ll be interested and the worse I know I will do. That being said, I would like to grow, and so I see myself moving towards some kind of greater interactivity. One of the things I’m working on now is in a more traditional adventure game format, so we’ll see how that goes!

I don’t know if they offer anything unique, but I think everybody ought to be up for a good bit of reading now and then. 🙂

PP: What made you decide to recreate Actual Sunlight in 3D and what is the current status of that project?

Will: My initial interest was in wanting to create a version of the game that would be playable on a Mac. As I started to mess around with lights and shapes in Unity, however, I quickly started to take it a lot more seriously. Ultimately, people didn’t seem to connect with it the way that they did with the original, but I’d like to continue development on it if the current version does really well on Steam. It’s very much an issue of not knowing whether or not I should dedicate the necessary resources to get it done the way it ought to be.

PP: What were some of the first video games you ever played? What do you play today?

Will: Oh man. I’m 33, so I grew up in an Atari 400 world – the first games I played were old-school Electronic Arts games like M.U.L.E, Mail Order Monsters, Archon, and titles similar to that. Later on I went through early consoles and early PC gaming especially, loving all of the classic Sierra and LucasArts adventures and a lot of other things as well. Right now, I’m into a lot of other indie games, both big and small. Been playing a lot of Nuclear Throne, but I also feel like games such as Horse Master and Save the Date are quietly the most awesome things out there. Papers, Please was also out of this world incredible, and deserved everything it won.

PP: For all those who have yet to experience Actual Sunlight, why should they give it a try?

Will: You won’t necessarily relate personally to Evan Winter if you play Actual Sunlight, but I tried to write him in such a way that even someone who is not like him could understand why he feels the way that he does. If you slow down and invest yourself in it, and don’t try to project your own judgments, I think you’ll find yourself in the middle of a really unforgettable experience.


A big thanks goes out to Will O’Neill for taking the time to participate in our interview! If you’re interested in playing Actual Sunlight, you can grab it on Steam.

TPB Bundle 1: 45 Guys 1 Brain

45 Guys 1 Brain Logo

Developer: Armel Gibson
Platform: PC – Web

This post is part of a series on The Pirate Bay Bundle.

When loading up 45 Guys 1 Brain for the first time I was certain it had to do with zombies. Not only does it have “brain” in the title, but the color scheme is various shades of green and there are tiny little people wandering about! As it turns out, it’s not about zombies at all.

In the game you have to guide a group of 45 pixel people through a stage, starting from the top left to reach the bottom right. Of course, there are various walls, gaping holes in the floor, and electric gates that impede the otherwise simple trip.

25 Guys 1 Brain Screenshot

Each character is controlled at  the same time too. Using the four directional buttons for group movement you must find the best way to keep the majority safe on their trek through stages. The first stage isn’t too bad but by the time you get to the last, it’s likely that most of the tiny characters will end up dead.

There are only four stages in total but that’s all you need to see that the idea behind 45 Guys 1 Brain is quite solid. Even though you only need to keep 10 alive to pass a stage, there’s fun to be had retrying a few times to increase your best score.


Developer’s comment: What the fuck is a pirate bay bundle?

7th Legion Review

7th Legion Boxart

Developer: Epic Games, Vision Software
Publisher: MicroProse
Platform: PC – GOG*

Real-time strategy (RTS) games were big in the 90s on PC. Thanks in large part to Command & Conquer, there was a sudden deluge of other games hoping to work the same magic. It worked in some cases but often not entirely. 7th Legion was one game born of the RTS boom and it stands as an average attempt with some newly introduced flaws.

At least the storyline is kinda neat. The Earth has been nearly destroyed due to pollution, leading the world’s government to send people into space while the planet recovers. Of course, only the smartest, strongest, and riches humans get to go. Everyone else is left to toil on the now inhospitable Earth. 7 generations later, the chosen people return to claim Earth, but the citizens left there aren’t going down without a fight.

The “chosen” are basically depicted as a Nazi parable in color choice, salute, and mindset (they are the ‘best’ specimens of the human race). It’s because of this fact that it is incredibly odd how 7th Legion lets you play as them if you wish. There are two campaigns but anyone playing should probably choose Legion’s side.

7th Legion Screenshot

Gameplay is all about upgrading your base, increasing troops, and working through the fog of war to find and destroy enemies. Any competent RTS offers the same. Where 7th Legion attempts to be creative is with a power up system, shown as five cards on-screen. These are used to strengthen your side, lay waste to enemies, and the like. The enemy can also use them against you which is when you’ll feel how overpowered some are.

Bringing the game to modern machines appears to have caused some issues, however. The biggest is related to troop control. The game wants players to click quickly to move troops somewhere and then hold click to open up a menu that makes troops aggressive or defensive. Thanks to faster computers, the pop up menu usually comes up immediately during a routine click to move troops. Sometimes this leads to troops not being able to move at all since you haven’t issued the “quick” click command to do so. As of now there’s no fix for it officially from GOG.

7th Legion was the first RTS I ever played and I cherish it for that reason. Still, I wholly recognize that the game does not stand up as anything special in the genre. It has some cool troops mounted on dinosaurs, but that’s really the best you get. Online functionality has also been removed from the re-release, making it much easier to skip over this game.


Score: 1

1 out of 5 alpacas


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The Witch and the Hundred Knight Review

The Witch and the Hundred Knight Boxart

Developer: Nippon Ichi Software
Publisher: NIS America
Platform: PS3

Back before I became a curmudgeon old games reviewer, I spent hours upon hours in Diablo and Diablo II. There was something incredibly appealing about clicking away at enemies in these ARPGs. As such, upon hearing about The Witch and the Hundred Knight I found myself intrigued – if a bit wary. But, curiosity persisted and I’ve ended up playing it. So, is this a game worth pursuing?

Maybe. First, let’s get all the basics out of the way. In this game you start out as a teeny, cute blob creature (supposedly male). A crude, cruel witch finds and names you Hundred Knight because it sounds cool. After a brief tutorial session with her, you’re brought back to the real world where she introduces herself as Metallia and that you are now completely under her command.

Metallia is a monster. She might look like a swamp witch but her meanness never skips a beat. It’s hard to recall that many games where you actually are forced to work under someone who could be quantified as evil. With that weird perspective in place, you go about doing things that you know are wrong but simply have to do anyway. That’s where all the ARPG hacking away at enemies comes in.

The Witch and the Hundred Knight Screenshot 2

The Hundred Knight can equip multiple weapons and get to work beating on everything in sight. Well, there is a bit more strategy to it than that. There’s the ability to chain together multiple weapons for greater attacks, as well as types of weapons which enemies are weak or strong against. The latter is particularly annoying as you may have to frequently switch out weapons when dealing between two distinct creature types.

Another, stranger, feature of The Witch and the Hundred Knight is the GCal system. GCals are effectively a timer placed on you throughout every stage. Work through the whole thing before the GCals deplete or you’re dead! Luckily, there are a variety of ways to replenish it but I still died a lot before figuring out the most efficient methods. That honestly might be one of the biggest issues with the game: Its obsession with systems.

This genre of game doesn’t necessitate massive complexity. And yet, the experience is filled to the brim with them. And for all that work, you can basically ignore 80% of them. Perhaps some will find them intriguing, but that was not a favorable aspect in my opinion. No doubt many will be bothered by Metallia’s attitude as well, but I dug her no-holds-barred cruelty… and was much disappointed by the designer’s intentions with her outfit.

The Witch and the Hundred Knight Screenshot 1

Visually, many have suggested it looks like a game from the PS2 era but I just don’t see it that way. The character models might be simplistic but they honestly looked really good to me. Similarly, the backdrops were nicely fanciful. The biggest problem with them were that foliage would often obstruct the playing field view. The soundtrack definitely meshed with the visuals, and maybe even did it one better. Every song had a real “character” about it and that made levels more enjoyable than they otherwise would’ve been.

It’s a shame, then, that for as simple as the experience could be that it wasn’t all that compelling in the long run. The Witch and the Hundred Knight doesn’t contain that engaging spark that more famous games such as Diablo managed to have. Without it, you’ll simply have to get by on enjoying the visual design, excellent soundtrack, and unusual narrative. All told that’s not a horrible thing but it could have been better.


Score: 2

2 out of 5 alpacas


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Actual Sunlight Review

Actual Sunlight Boxart

Developer: Will O’Neill
Publisher: Will O’Neill
Platform: PC – Desura, Direct, Steam

Depression is difficult to comprehend for anyone not suffering from it. Even those who live with depression can find it incredibly difficult to pin down in any certain terms. Despite being an affliction that people all over the world suffer from, many even fail to recognize it as a real issue. It’s likely some with that mindset will somehow stumble onto Actual Sunlight. Perhaps playing the game will shift perceptions.

Actual Sunlight stars Evan Winters. He is not a spry, spiky-haired teen nor a grizzled marine as per gaming conventions. He sits somewhere in the middle as a dejected, completely average guy. Every day he heads to work in an office with people who he either dislikes, or likes, but they don’t return those feelings. If you’ve ever felt alone or like a loser then try and amplify that many magnitudes over. Then maybe you’ll have the slightest inkling of how he feels.

Actual Sunlight Featured

Evan is down and painfully so. Playing the game basically involves interacting with nearby objects and people, most of which gets Evan to discuss the item in question. Usually, this results in spiteful comments about himself or others. Sometimes darkly humorous, it’s easy to see that he’s far from a healthy mental state. Regardless of what he says the reader is left with a tangible feeling of hopelessness. As the game progresses you can see as daily life pushes him further down.

Actual Sunlight tells this story primarily through Evan’s thoughts and the brief discussions he has with others. Interestingly, the visuals recall retro RPGs, with a top-down perspective and NPCs milling about. However, beyond interacting with the surroundings there’s little traditional gameplay to speak of. I’m much more compelled to call this a visual novel, despite the direct control scheme.

10

Lately there have been games launching that focus on telling a story directly from the creator – likely sharing very personal details. If that’s not your cup of tea then that’s a shame because you’re missing out. It was hard to play Actual Sunlight to completion, even though it took only an hour. I ached, perhaps for Evan, but in part for my own lived experiences. I was compelled to see how Evan’s plight would play out. I wanted to hear his thoughts and experience second-hand what that kind of life was like for him. Because the narrative doesn’t offer some sort of sappy conclusion it felt all that more real.

I couldn’t care less about droll storylines that get pumped out in games continuously because they impart no emotional impact. Games like Actual Sunlight need to continue hitting the scene. Maybe we’ll eventually see other developers test the waters.


Score: 4

4 out of 5 alpacas


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SiN Gold Review

SiN Boxart

Developer: Ritual Entertainment
Publisher: Activision
Platform: PC – GOG*

SiN is a very unusual game with an interesting history. Back in the 90s, people were quickly being spoiled with first person shooters. Little did players of the time realize that a landmark title was about to launch in 1998 – Half-Life. Poor SiN also wanted to be that next great game but knew they would have to compete against Valve’s creation. So, they rushed to complete the project and ship it just a few days before Half-Life’s launch. Despite that, it was SiN that ended up as a footnote in FPS history.

It’s a bit of a shame considering SiN did a lot of neat things. The storyline is mostly adequate, dealing with a main character named John Blade, corporations, and evil people with power. Yeah, it’s not the most incredible tale ever but it handles itself well as a hokey b-movie style creation. Most of what makes it impressive is purely gameplay-based.

The shooting is solid and even shows the specific damage inflicted on enemies (mostly). For example, shooting a guy in the chest will tear off a bit of the shirt and cause a mess. Shooting in the legs will make them crumple as if their legs were really injured. Overall, firefights are intense but fun. It also helps that there’s a wide variety of weapons to mess around with. Another very neat feature is the level of control given to players for accessing computers to mess with security systems and otherwise hack stuff. It doesn’t feel like a minigame so much as actually interfacing with a simplified computer which is weird but very neat.

SiN Gold Featured

As with many FPSes of the time, SiN utilizes its own random control scheme. Okay, it’s not random, but would not be considered standard today. Buttons are mapped often to correlate to what letter the word starts with. For example, the action of talking to other players being mapped to T. However, this applies to most of the functions meaning you’ll have to learn the goofy specific controls. Or, you can rebind any and all keys but it seemed like more trouble than it was worth to just get accustomed to them.

Although it was once available on Steam alongside SiN Episodes, it can now only be purchased digitally via GOG. On that storefront it includes the Wages of Sin mission pack. There’s a lot that feels really weird about SiN Gold but it’s also a pretty competent shooter. Those who love the genre today owe it to themselves to check out more obscure titles such as this one.


Score: 3

3 out of 5 alpacas


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