‘Featured’

Bad Hotel Review

Bad Hotel Boxart

Developer: Lucky Frame
Publisher: Lucky Frame
Platform: iOS, PC – Steam

Many gamers have tired of the tower defense genre as it was shoehorned into many games in the past year. I wouldn’t blame you for wanting to tune out any new games which rest within the genre, but even so, you might want to check out Bad Hotel. That’s because Bad Hotel creates something quite different out of the simple tower defense conventions.

First is the plot which sets you out as a hotel owner. The hotel is effectively your “tower” and, under normal circumstances, there should be nothing threatening its existence. However, Tarnation Tadstock happens to be in the neighborhood and he isn’t pleased with a new entrepreneur in his midst. As such, he sends legions of seagulls, swimmers, clouds, and a host of other enemies at you to make your hotel crumble.

Of course, you’re able to fight back! The player is always presented with a handful of possible rooms they can build. For example, there are main rooms which offer you money. Then there are rooms that house guns or healing stations. Unfortunately, of all the rooms, only the standard ones (aka, free of any other function) will generate cash. Without cash, you can’t build more weapons to fight. Each level is always a test to see how much weaponry you need versus funding.

Bad Hotel Screenshot

Each section of the building has its own health. Once it has been whittled to zero, it disappears, meaning you lose whatever benefit it offered. Skillfully deciding between how to orient weapon or health rooms is important because they’re usually expensive and you don’t want them going to waste. Housing them safely between standard rooms is helpful, but sometimes circumstances go so fast you’ll barely have time to think. It seems at these times that playing on an iPhone or iPad would be preferred, simply because it is hard to maneuver new rooms onto the hotel fast enough otherwise.

Bad Hotel’s gameplay is pretty fun and quickly increases in difficulty. However, that’s not all it has going for it. There are also the visuals that stand out as distinct amongst any other tower defense games, as well as most titles in general. It’s attractively designed with an art deco style and 80s color scheme. Musically the game stands out as well thanks to its procedurally-generated tunes. Each building offers its own sound effect, meaning the player is changing the music simply by how they choose to play.

If there’s any reason to knock Bad Hotel it could just be because it’s a bit too hard. The money given at the start of a round is always sufficient to get going, but if you’re not quick to come up with a strategy it isn’t enough. This could easily be solved by having two difficulty modes. Mostly though, it seems to me that playing on PC is not the ideal way to go. As I said before, quick hotel building would be much easier with touch controls, rather than mouse-based drag and drop functionality. Still, Bad Hotel provides a challenging and unique tower defense experience.


Score: 3

3 out of 5 alpacas


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Legend of Kyrandia Book Two: The Hand of Fate Review

Legend of Kyrandia Book Two: The Hand of Fate Boxart

Developer: Westwood Studios
Publisher: Electronic Arts
Platform: PC – GOG*

Westwood Studios crated an interesting adventure series back in the 90s via The Legend of Kyrandia. Spanning three games, it drew in existing fans of the point and click genre as well as pulling in new players. New fans were forged thanks in part to the fanciful visuals and was mostly free of incomprehensible puzzles. For many, The Legend of Kyrandia Book Two: The Hand of Fate stands as the high point of the trilogy. I’m inclined to agree!

Book Two begins with narration from previous protagonist Brandon. Out of nowhere, it seems that the realm of Kyrandia is slowly disappearing! However, Brandon can’t do a thing about it. This time, alchemist Zanthia must save her beloved home from being zapped into complete nothingness. Zanthia is a far more resourceful and endearing protagonist than Brandon and provides witty banter along her journey. Weirdly, the developers seemed keen on the running gag of Zanthia requiring costume changes at multiple points. At least there’s no pixellated nudity to speak of, since she is able to conjure up new outfits immediately.

In comparison to Book One, Kyrandia is now a much vaster kingdom. You aren’t forced to go through screens that are 75% forest now. Instead, there are now multiple, very different looking regions to explore. Each is distinct and includes different characters to interact with and puzzles to solve. Overall though, Zanthia’s main puzzle mechanic remains the same throughout.

Legend of Kyrandia Book Two: The Hand of Fate

Players must flip through Zanthia’s spellbook/cookbook which allows her to conjure up various spells. So far as spells go it is pretty easy to know when you need to cast what. The issue lies with collecting all the ingredients necessary! Sometimes this can be tough, but usually you can find all ingredients with a little ingenuity. Players won’t have to worry about rifling through massive inventories either because Zanthia regularly empties her inventory when entering a new area, signifying the old objects are not needed from then on. Of course, sometimes you’ll still need to find new items to replace the old ones (such as flasks to hold the potions).

It seems Book Two is so loved because it improves The Legend of Kyrandia in the most important ways. The expanded world looks fanciful and creative, just as it should. With a simplified main puzzle mechanic it’s also easier to know how to resolve most problems. Finally, we have the heroic Zanthia who saves Kyrandia all the while still taking the time to laugh at the entire ridiculous predicament. As far as new fans are concerned, it also serves as an excellent starting point as it only has a slight connection to the first (and third) games.


Score: 3.5

3 1/2 out of 5 alpacas


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Soundodger+ Review

Soundodger+ Boxart

Developer: Studio Bean
Publisher: Adult Swim Games
Platform: PC – Steam

As a longtime music and rhythm games fan I’ve been continually excited by the increasingly creative titles coming out of the genre. It’s not that I disliked the simple rhythmic button pressing or peripheral eras, but there’s a lot of fun in seeing how developers innovate. Soundodger+ takes the concept of bullet hell shooters and connects it to the soundtrack. This results in an exciting and really tough game.

How exactly does Soundodger+ emulate a shooter? With each song, “bullets” will be released in varying patterns. The player is meant to avoid as many as possible (and obtain 100% if they’re really good). Dodging is the primary mechanic and is aided by a slow down function. If things are getting too tough, you can slow down the song/bullets for as long as you need to make it safely through a part. However, this can damage your score at the end of a level.

Soundodger+ Screenshot 1

There are 23 songs that come with the game and 11 of these are brand new for the Steam launch. Each track has bullets perfectly synced to make them all quite the gameplay experience. Although it may seem that bullets are too fast and random to begin with, further play reveals the many patterns they exhibit. Because the soundtrack is so good, it’s easy to simply be caught up with playing those songs over and over again. However, there is another set of additional features in Soundodger+ worth investigating.

Added into the game is the awesome ability to play your own songs. Players can design their own bullet layouts with their music or simply let the game auto generate something. Of course, the best results come from hard work. Right now there is no easy way to browse other players’ tracks, but the developer is hopeful that Steam Workshop Support will arrive in the future. For now, just hang out in the Steam Community to find users already sharing their creations.

The visual aesthetic is incredibly simple but this works in its favor. If there were too much going on then it would clash with the bullets, making players crash into some by accident. It is suggested to play with mouse and that’s due to the many twitchy movements you’ll likely make trying to dodge stuff at the last moment. You can play with a controller or keyboard, but it might be a bit harder.

Soundodger+ Screenshot 2

So, are there any negatives? Of course, although they’re pretty bearable. The biggest one for me is that the song will momentarily speed up if you run into a bullet. This is helpful because it can push you past a difficult part but throws the rhythm out of whack once it slows back down. Similarly, it really jolts you out of the experience of enjoying the music and patterns. Zen mode allows you to hit enemies with no audible repercussions, but it would be nice to have the option for hits to be less distracting in the main mode as well. Other than that, it’s also a bit annoying that half the soundtrack is locked to start. Most can be unlocked by simply playing as many songs as possible, but to unlock the last few requires a player to be highly skilled.

Soundodger+ is an excellent music game because it combines simple but tough gameplay with a fantastic soundtrack. With musicians such as Austin Wintory, Chelsea Howe, and Disasterpiece contributing, it’s really hard to hate the track list (well, it could do with a little less dubstep). And if you do, there’s still always the option to use your own music! The game manages to tap into the core of what makes music and rhythm games fun and succeeds. If you’re on the fence about the game, try out the free Flash version via Adult Swim Games’ site. That might be enough to satisfy you, but bear in mind that only the Steam release allows for custom music. Soundodger+ is simplistic, and yet, one of the most disarmingly beautiful rhythm games I’ve ever played.


Score: 4

4 out of 5 alpacas


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Escape Goat Review

Escape Goat Boxart

Developer: MagicalTimeBean
Publisher: MagicalTimeBean
Platform: PC – Desura, Direct, GOG*, Steam (Reviewed), Xbox 360 – XBLIG

Escape Goat is one of those games that has managed to evade me since it launched on Xbox Live Indie Games. Many took notice of it at the time, but for me, my interest in any XBLIG title was negatively colored by a few unfortunate experiences. Only now have I finally gotten to spend time with Escape Goat and can’t believe I passed on it for so long.

The game is a puzzle platformer, which in itself isn’t impressive anymore, but thankfully there is a lot that manages to set it apart from the zillion others out there. The first thing anyone is likely to notice is the purple goat. This is your character, of course! The goat can jump, double jump, and ram to speed up. This unusually colored goat teams up with a mouse which can travel on walls to trigger buttons from afar, or even teleport you under the right circumstances.

As the story begins, you realize that the goat and every other animal is stuck in the Prison of Agnus. All players need to know is that they’re going to go through a series of rooms to find sheep and save them. Once every (or most) animals are saved then our goat hero can finally escape. Overall, this grants a little over 50 solvable levels. There are even more difficult ones to complete after you beat the game as well.

Escape Goat Featured

Unlike most puzzle platformers, it actually feels like the majority of Escape Goat is actually solvable. This isn’t a slight against any other games. Generally, it’s hard for me to work through many puzzle games because they seem to be hard right from the start. But here it’s easy to grasp the concepts of buttons and switches and how to most effectively use your mouse friend. As new features are introduced, such as exploding barrels, you work them into your puzzle-solving knowledge and continue to move forward smoothly.

It might only take a few rounds of guess and check to figure out the solution to a stage, but sometimes the controls can muck up plans. Playing with the Xbox 360 gamepad is recommended and is what I did. With this setup, it seemed that the goat was not perfectly attuned with my thumbstick motions. The issue only became apparent on a few late stages where I was attempting to perform some speedy hoofwork.

For the most part though, everything about Escape Goat is lovely. The visuals are a very attractive pixel art style, the chiptune music is suitably excellent, and puzzles themselves are varied from stage to stage. Beating the main game only takes a couple of hours but once you’re done with that it’s fun to then jump into the extra hard stages or even try your hand at the stage editor. In any case, Escape Goat only costs $4.99 which actually seems cheap for the amount of puzzles provided. It also happens to be the best game featuring a purple goat out there – at least until Escape Goat 2 launches!


Score: 4.5

4 1/2 out of 5 alpacas


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The Stanley Parable Review

The Stanley Parable Boxart

Developer: Galactic Cafe
Publisher: Galactic Cafe
Platform: PC – Steam

The Stanley Parable began as a Source mod in 2011. It gained attention, fans, and left a lasting impression on those who played it. Enough so, it seems, to have its remastered version break through the moderately unfair gates of Steam Greenlight. Now on Steam, what was previously known as The Stanley Parable: HD Remix is ready to confuse many new players.

Having only played the recent demo, I was mostly unaware of what to expect. Upon starting the game, you play as a character addressed only as Stanley. Stanley works at a monotonous job where he simply types what he is told for hours at a time. As the game begins, he becomes conscious to find the office entirely empty. As he searches further, he realizes that there is no one to be found anywhere. Well, unless you count the omnipresent commentator who is narrating all of Stanley’s actions.

It’s possible to beat the game after 20 minutes or so, but to leave it at that is to sorely miss the point. Try it again. After all, the loading screen at some points states how the end is not the end. Things change, and things stay the same, but overall things evolve in ways that gamers are likely not accustomed to. This is fun and even a little bit frightening at times. What choices change things and what are meaningless? It’s a joy to test everything out and advance tweaked narratives.

The Stanley Parable Featured

Obviously, the content of these replays is best seen on your own. Much of the fun for me playing was hearing the narrator basically make fun of the precepts of gaming. We see a lot of talk about choice (or rather, the illusion of it) in modern video games. Developers wax about how impactful these choices are but deep down we all know they rarely lead to anything interesting. Knowing that choice is a constructed mechanic in games, and referencing it as such, The Stanley Parable is still able to create an experience wholly unique in the gaming medium.

There’s some people who will definitely dislike what is offered here, but if you have any inkling of interesting in gaming beyond taking everything at face value then discovering all of The Stanley Parable’s secrets could become a temporary obsession. It already has for me, as my time has been spent replaying the same old situations, hoping to jump into something far more fascinating. Sometimes it happens and other times the same exact story is retold. What will frustrate some has captivated me and soon may ensnare many other players as well.


Score: 4

4 out of 5 alpacas


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Cook, Serve, Delicious! Review

Cook, Serve, Delicious! Boxart

Developer: Vertigo Gaming
Publisher: Vertigo Gaming
Platform: Android, iOS, PC – Desura, Direct, Steam (Reviewed)

For some reason, I’ve always had an affinity for games that have to do with food. Whether it’s BurgerTime, Cooking Mama, or Ore no Ryouri there has always been something uniquely appealing about them. It seems developer Vertigo Gaming shared my passions because in the early 2000s they released Ore no Ryomi 1 and 2. These two titles were fun, if simplistic fan games. In 2012, after serious growth as a developer, they published Cook, Serve, Delicious! This title blows basically all other cooking games out of the water.

Cook, Serve, Delicious! Screenshot 1

You begin the game as the owner of a brand new, and quite frankly, unappealing restaurant. The location gains customers primarily because of being situated in an office complex rather than word of mouth. With a zero star establishment under your name, it’s up to the player to get it into shape and eventually make it all the way to a five-star restaurant. Although you’re the boss, this is not a simple management simulator. In fact, most of the gameplay takes place in the kitchen.

Players must cook all the food that customers order! After selecting the food you want to serve for the day, you must sit behind the counter and wait to serve guests. As they pile in, they rattle off their food choices and the player must get to work preparing them. With an item selected, you have to choose all the proper ingredients and then serve. For example, if someone asks for chicken noodle soup then you’d better make sure to put chicken, noodles, and the like into the soup before cooking! Adding and interacting with food items (in the PC version) can be accomplished via mouse clicks or keyboard shortcuts, but keyboard is definitely the way to go.

Keyboard is suggested because things get incredibly hectic almost from the get go. There is often a steady stream of customers popping in, but things get even worse during rush hours. At these times, you’ll see all your prep stations fill with waiting orders that you want to fulfill. It’s possible to ignore orders, but then customers will leave frustrated and not return. Some food items are super easy to prepare such as corn dogs, but others require real attention. After a while though, you’ll likely start to memorize the various keyboard presses for different food items.

Cook, Serve, Delicious! Screenshot 3

Because keyboard play and quick reading is basically integral to being successful at Cook, Serve, Delicious! it is not a game suggested for young children or anyone with various hand/wrist strain injuries. It would also definitely be hard for those who type using the “hunt and peck” method but could actually help them memorize letter locations. As for me, my average WPM fluctuates between 90-110 and there was still a learning curve to become skilled at hammering out orders. With that said, the layout is mostly genius because many food item keybindings are directly related to their name. For example, to add bacon you type “B”. It is also possible to change most of the buttons if you need to.

Okay, so food is hectic to prepare and serve but also a lot of fun. Serving customers perfect meals makes more visitors arrive next time. With more meals served, your restaurant generates more money. And with more money you can buy a host of goodies for the business. There are many recipes to choose from, equipment to aid the player, and you can even place bets on how well you expect your next performance at work to be. Money is integral and easy to burn so manage it well!

After a while, new opportunities pop up. First, there is the ability to cater events. This is one great way to make money on the side. Many other, increasingly odd, avenues of play appear as well. It’s these concepts which expand beyond purely “cooking food in the restaurant” that make Cook, Serve, Delicious! and even better game. It just seems like such a vast product which is weird when simply looking at it at face value.

Cook, Serve, Delicious! Screenshot 2

The game is deep and will last a while. Even after all this discussion, there are still neat mechanics at play such as ratings on menu items that affect you in positive or negative ways. Then there are the e-mails you get daily that range from helpful to just plain awkward. Then there are the silly touches such as the names given to specialty menu items (such as “cheesy leaves” for a cheese-covered salad). Visually, it’s easy to see the attention Vertigo Gaming gave the title. Food looks routinely delicious with its cartoonish depictions and overall everything just seems pretty polished.

As for issues, it can be tougher to do certain menu items because they require a hand to move from the main portion of keyboard to arrow keys. Yes, these bindings can be changed, but it would have been cool to see an alternate layout available by default. Otherwise, it can be hard to make one that works well for yourself. I’ve ended up looking through the Steam Community of this game for one. It would also have been appreciated to see multiple difficulties available. I understand that the game is meant to be hectic, but it is probably nearly unplayable for those who have less than ideal keyboarding skills. An option to tweak speed, or disable rushes entirely could go a long way.

Bringing up these points is important to me because Cook, Serve, Delicious! is an excellent game that could easily attract attention from gamers of all types. It is far from the “casual” experience that supposed hardcore gamers ignore, and yet, non-gamers could even get into it. Having read comments from players so far it also seems that fans of different genres have still gravitated to the simple fun of playing this title. Cook, Serve, Delicious! is a seriously fun way to spend some time and I recommend anyone who has had their curiosity piqued to check it out.


Score: 4.5

4 1/2 out of 5 alpacas


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Unholy Heights Review

Unholy Heights Boxart

Developer: Petit Depotto
Publisher: Active Gaming Media Inc.
Platform: PC – Playism, Steam (Reviewed), Xbox 360 – XBLA

When you first look at Unholy Heights it seems like an adorable version of SimTower. After all, it appears to have some of the same gameplay based around increasing your tower while providing adequate housing for tenants. Once actually playing the game however it is quickly revealed that Unholy Heights is far more devilish than its cute chibi artwork lets on.

In the game, players are the Devil. But instead of wreaking havoc, eating people or something generally evil, the Devil simply focuses on creating a monster-only housing unit. You take the executive role of letting new tenants into your rooms, redecorating said rooms to please your customers/attract new ones, and slowly expand the building to increasing heights.

Unholy Heights Screenshot 1

This is no easy task, even for the Devil. It’s a hard life for monsters which means human adventurers, townspeople, and heroes will routinely come to harass them. Sometimes, this leads to your customers being killed and other times they simply steal money. In either case, this is where Unholy Heights requires players to think strategically and fight back! If a tenant is home, you can summon them from their room to have them fight against the invaders. Each monster has their own health bar and they can be sent back home if it gets too low. Otherwise, the poor little monster will get killed.

How do you make sure your monsters are tough and healed? A monster’s attack and defense levels are based on their happiness levels. If they’re stuck in an ugly old room they won’t be happy at all. However, if you heed their requests and buy them what they want then they’ll have increased power. If and when the monster finds a mate and has a child, that child can benefit and be born with higher default stats than the parents. Unfortunately, there are some odd issues with monster happiness. The main one is that monsters have biases against other monster types and therefore won’t ever be completely happy if they share the building with one of those types. So far, I have found no way to counter this aside from restricting certain monsters housing.

Unholy Heights Screenshot 2

Battling is easy enough to understand but taking out enemies efficiently can be pretty tough. You’ll have to develop strategies to attack because each monster type has their own range. You have to unleash them in the proper order to make maximum use of ranged attacks. Secondly, it’s often useful to surround the enemy on both sides, or even crowd them by the stairwell (once you have a second floor). When there are a lot of enemies, it can be hard to tell who your monsters are. Sometimes I left tenants to die simply because I couldn’t distinguish them in the line of my monsters and enemy humans. Every so often, the game would also refuse to accept my click to send one back to their room. It’s likely this was caused by characters overlapping but is an annoying way to lose a character.

In order to build new apartments the player must first have enough money for each successive floor. The best way to gain money is by doing quests, but they increase in difficulty quite fast. Some of the best strategies for generating powerful monsters are ones you must devise yourself since Unholy Heights never goes to great effort to explain them. Basically, players should take things slow by cultivating strong children instead of immediately rushing through each mission. If you don’t, things quickly become rough and you have to hang back for a while anyway.

Unholy Heights Featured

Even though the game is quite tough it is still a lot of fun. Primarily this is due to the simplistic nature of the game as well all the charm it exudes. The graphics are adorable and so are the little bitty monsters who inhabit your building. Funnily, the translation is good but perhaps raunchier than would be expected. Items such as erotic cakes exist to make your monsters mate, and at times, the monsters will spend their free time in humorous ways. Definitely check out what they’re up to from time to time for a laugh.

Make no mistake, this is a difficult game. Still, the easy to understand gameplay, graphics, and music help make it a tremendously charming experience. Definitely give the demo a look to see if this is the kind of game for you. It’s also very fairly priced at $4. Normally I wouldn’t care about a strategic apartment sim but I’ve found myself adoring the vast majority of Unholy Heights.


Score: 3.5

3 1/2 out of 5 alpacas


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Re-Volt Review

Re-Volt Boxart

Developer: Acclaim Studios Teesside
Publisher: Acclaim Entertainment, H2 Interactive
Platform: Android, Dreamcast, iOS, Nintendo 64, PC – GOG* (Reviewed), PlayStation 1

Over the years there have been copious amount of racing games across consoles and arcades. And yet, we’ve only rarely seen ones that put players in control of RC cars. The two biggest names to have done so are Re-Volt and the Micro Machines series, both of which have been absent from the most recent console generation. Unlike the latter, Re-Volt only ever got one game but it still managed to develop a following. It was important enough that fans even created a patch to make sure the game would continue to run on modern PCs. But is the game really that deserving of praise?

Despite having only just played this game from 1999 in 2013, it still manages to be a lot of fun. A large part of the fun comes from the fact that you’re racing RC cars. They look just like they should and are tiny against the stage. Instead of racing on well-known race tracks, these cars simply tear it up around the suburbs, market, museum, and the like. This helps Re-Volt have a very unique appearance against its contemporaries.

Cars themselves handle semi-finicky and are downright speedy. This precise control becomes more of an issue if you choose to play with a gamepad, unfortunately. If you encounter too much trouble racing with one then definitely shift to the keyboard. This was my issue because the controller made me over steer and lose races whereas the keyboard was far more manageable. Those who prefer can enable options to change the maximum speed of cars or how they react to crashes to make it an easier or harder racer.

Re-Volt Featured

If you like Mario Kart’s item system then you might even be more interested in this game. Items are scattered across the course and signified by lightning bolts. Once you drive over one, an item is revealed to you and ready for action. You can get bowling balls, oil slicks, firecrackers, and even bombs. It may be aping off an established concept but is utilized well. Thankfully, there are no blue shell analogues!

Even though Re-Volt is over 10 years old now it still looks lively and cute. Many early polygonal games look rough but it still looks just fine to me. This is helped in part by the fact that a fan patch (included with GOG copies) allows the game to run at modern resolutions and look great doing so. This is the main way in which the PC version shines over consoles since they’re locked at much smaller resolutions. In any case, it seems that the game would be wholly enjoyable however you access it.

Re-Volt is a pretty tough racer but it also has a lot of spirit. Check it out if you’re willing to lose your fair share of times before finally getting a hang of your favorite RC car. After racing a while, try your hand at designing some tracks or playing against a friend in multiplayer.


Score: 3

3 out of 5 alpacas


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Early Access Preview: The Dead Linger

The Dead Linger Preview Boxart

Developer: Sandswept Studios
Publisher: Sandswept Studios
Platform: PC (Steam)

If there’s one trend that has been seeing major success over the last few years it is wedging zombies into every game humanly possible. From adding zombies into a special mode of Call of Duty to having zombies fight against gardens in Plants vs. Zombies, we’ve seen them become quite the stale enemy type. With upcoming games such as The Dead Linger though it is obvious that some companies want to make zombies back into the fearful creatures they used to be known as.

The Dead Linger is a game that is currently in alpha and available through Steam Early Access. It has been in progress for months now but just came to Steam in late September after a huge shift to the Unity engine. Because of this, it appears that updates to gameplay have been relatively minimal but are about to pick up speed again. Thus far, they have stuck to their commitment of bringing out new updates every two weeks. This preview is based on Build 10 (hotfix 10g).

Despite all these updates and fixes, there is still tons lacking from the game. Considering this is not even a beta yet it does make sense, but will likely turn off those who aren’t aware of what the term “alpha” really means. This is already evidenced by some comments on the Steam Community forums. Of course, the game is currently being sold at a higher than usual price of $20 makes some of their anger understandable.

The Dead Linger Preview Featured

How does The Dead Linger play if you were to buy it right now? As it stands, there is a ton of work that obviously still needs to be done. You are thrust into a large map in either single or multiplayer and then must go around scavenging for food and weapons, finding suitable buildings to hunker down in, and possibly interacting with other players. With that said, none of these mechanics are fully fleshed out yet. You can find food and eat it, but weapons are a whole different story. Whether you’re equipped with a plunger or rifle in multiplayer you won’t be able to damage zombies! They just stand there (sometimes gliding around with no leg movement) and gnash their teeth at you.

This is a really unfortunate issue because they do fight in single player. But with them completely harmless in multiplayer there is currently no reason to even play that mode. When checking out a server myself, I saw people just standing around or sometimes chatting. There just isn’t any reason to scavenge to survive when there’s no threat! Once the zombies are reanimated in a future update then they’ll have a much more presentable game project.

Although the game doesn’t look fantastic currently there are various players who have complained about framerate issues. It seems the best fix at the moment is turning down/off grass but this is likely a silly issue in development that can be resolved. After all, in the case that zombies do end up chasing you, the last thing anyone wants to deal with is a game suddenly running slow. As for the overall experience, there are many times the game crashed or caused other odd issues. This is expected of an alpha product and will hopefully be smoothed out through the beta.

The Dead Linger Preview Screenshot

So far, Sandswept Studios have shown that they have many great goals for The Dead Linger. This is apparent by checking out their development roadmap. It is absolutely filled with neat-sounding (but currently un-implemented) features. They want their zombie simulation to be as realistic as possible which is why they are currently working on various systems related to character stamina, health, infection level, and hunger. Of course, many gameplay improvements are also in the works related to functionality of various gun or melee types as well as interactive vehicles.

Jumping into The Dead Linger in its current state is not suggested for the average gamer. After all, you are not paying for a fully released product but something still working itself into a playable form. The main reason to buy now is to support independent developers such as Sandswept Studios. That, and, buying now is $10 cheaper than buying once the final version is ready. There’s no guarantee with purchase that the game will ever be exactly what you want it to be, but the developers definitely have some great ideas in mind. We’ll have to wait and see if they can live up to their own goals.

Freedom Fall Review

BoxArt

Developer: Stirfire Studios
Publisher: Stirfire Studios
Platform: Android, iOS, Ouya, PC (Reviewed)

Freedom Fall is one heck of a game. It might not be long or incredibly complex but it offers up some entertaining platforming play alongside really neat writing. But I’m getting ahead of myself. Let’s discuss the basics of the game before showering it with positive platitudes.

In this game you play as a shoe-less boy with hair that looks like fire and is apparently named Marsh. Young Marsh is trapped in a tower filled with traps. His goal is to fall from the top of the tower to the bottom but it’s far from easy. If you’ve never played a vertical platformer before then this might take a little getting used to. After all, it can be hard to judge your fall if you can’t even see what’s below you. Usually it isn’t so bad as to cause many repeat jumps, at least.

Why is Marsh in this tower seeking his freedom? By reading the scrawls painted on the wall, you quickly become introduced to a princess character. She is the one who has placed diabolical spikes and saws all about the tower as a means to stop you. Try and avoid them but you’ll definitely hit many on your way down.

Freedom Fall Screenshot

The princess serves as by far the most interesting character (of the two) because she pushes the narrative forward. She describes how and why she must punish Marsh, as well as how she abhors the typical princess narrative. This includes wearing dresses, being saved, and apparently talking to birds. It’s incredibly refreshing to see a character like this although we primarily see her through her personal graffiti.

Controls are a bit finicky, though. I played with a 360 controller on PC and found them to be not as precise as they could be. Primarily my issues were with hanging/climbing on parts of the wall. Of course, the 360 gamepad is known for being rather imperfect for specific control so who knows who really is at fault here.

In any case, Freedom Fall is a very brief but fun experience. It only took me an hour to play through once, although there is definitely reason to replay if you want to collect all the gears and reach a higher score. I just wish we could have seen even more of the princess and her story.


Score: 3

3 out of 5 alpacas


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