|
Mike Hommel: 7
Brian Clair: 9
William Usher: 8
Caspian Prince: 10
|
# 2 (tied)
|
Wonderland Adventures
|
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| 8.0 |
| COMBINED SCORE |

Mike Hommel: 7
This game is both good and bad. I like to do the bad, so here goes! First, the voices are the most annoying in the history of sound coming out of a computer
- I've complained about up-pitched voices before, and this is the worst yet. Second, everything that can hurt you is instant-death-restart-the-whole-level, and to add insult to injury it forces you to sit through about 5 seconds of fading and animation before you can try again. That really adds up and annoys. Thirdly, the instant death thing I just mentioned
- there are lots of interesting puzzles to do, but you don't just have to solve them, you have to time everything just right as well, so even when you know exactly what to do, you still get to repeat over and over and over as you just miss the timing on a flamethrower (yes, I wrote a game with the exact same problem!). So where's the good? The game. It's a good puzzle with lots of interesting elements, and the adventure bits tie it together in an interesting way. It is a good game, you should get it, but be prepared to yell at your monitor or possibly break the mouse. And play with sound off.
Brian Clair: 8
I've played other Wonderland releases in the past but none have impressed me as much as Wonderland Adventures. As its name implies, this is an adventure game set in the world of Wonderland that is undergoing some bad changes. It's your job to figure out what's going on and stop it if you can. While this title is certainly aimed at kids, older players may enjoy it as well. In many ways Wonderland Adventures is like a console game in terms of its style
- which works really well. The presentation is also great, with appropriate music for the various areas, good level design, and excellent voice-overs. If you're looking for an adventure game that is very approachable, Wonderland Adventures is worth checking out.
William Usher: 9
A game that will completely knock you off your feet
- and then steal your socks - is Wonderland Adventures. This game kicks off its intro with an amazing orchestral piece that just sets the mood right. The create-a-Stinker (or character) feature is very snazzy, and the actual game
- which is more of a point-and-click affair - works like a wonder. Amazingly, there is no platform jumping even though there are lots of platform puzzles. I think that's what makes this game very hard to classify. Nevertheless, it's extremely fun, colorful, easy on the eyes and relaxing for the ears. Everything that needed to be done right, was done right for this game. The colors, musical themes and happy-go-lucky sound effects are almost guaranteed to appeal to young gamers. The only thing I think is worth mentioning
- though not something I would consider to be bad - is that the difficulty for some of the puzzles maybe a little too edgy for anyone under the age of 10. Still, that doesn't mean the entire game experience can't be shared as a family affair.
Russ Carroll: 8
For anyone who loves logic puzzles, like those found in the dungeons of Zelda,
Wonderland is your game. The graphics are a vast improvement over previous
versions, and though they are still pretty primitive 3D, they don't
take away from the fun adventure of the game at all. There are a lot of
different characters (in the
land of the stinkers) that give the game a nice level of depth, but I couldn't
help feeling like I wanted something a bit more exciting or gripping.
DROD is a little
more my style for puzzle-adventure games, but for anyone looking for a nice wide-open game with a
good
variety of puzzles, Wonderland may be just the place for you to settle down.
# 2 (tied)
Virtual Villagers 2

($19.95)
by Last Day of Work
| 8.0 |
| COMBINED SCORE |

Mike Hommel: 8
Good news if you liked the first Virtual Villagers! If not, you will not like this. It's a straight-up refinement of the original. Mostly, it's the exact same game, but there's little improvements all around, and there's definitely more stuff to do. If you did like the first game, then this upgrade is well worth it. Another set of mysteries to unearth, and more villagers to take care of. There's hardly any actual puzzle or thinking to the game, but it makes you feel like you're accomplishing something when you
'cleverly' drag your villager onto an obviously strange looking object. Smart game design! The way it presents you a world with stuff that looks like it will be useful once your villagers get smarter is a real draw to keep coming back. Nonetheless, I forgot to come back for two days and was greeted by a screen full of corpses.
John Bardinelli: 8
The sequel to the first casual village sim plays it safe and doesn't
deviate from the original formula in the slightest. Instead, VV2 puts you
in a new location with tweaked technologies to research and new villagers
to manage. It's every bit as simple and captivating as the first, making
it an instant addiction. Games play out in real-time, meaning there's very
little to do each time you fire up the program. Set the villagers to work,
then go have a sandwich and see what they've accomplished later in the
day. This forces a casual attitude and makes you pace out your experience.
But it also works against the game, as sometimes you'll have that Virtual
Villagers itch and have no way to scratch it.
William Usher: 8
Managing the lives of an entire civilization seems like a daunting task. However, developer Last Day of Work managed to create a challenging, fun experience for anyone looking for a casual game to play off and on, or over a long period of time. Virtual Villagers has lots to uncover, numerous tasks to complete and an incessant cast of characters to keep the island populated. But at first
- I should mention - the game requires a lot of the player's attention. Leaving the villagers alone for any long period of time within the first couple of hours of gameplay will render them as fodder for the crabs. But after putting in enough time and ensuring that they have a decent food supply (and a couple or two who can reliably keep the island populated) Virtual Villagers is about the perfect pop-in-and-play experience. That's not to mention that the online rankings and excellent contemporary jungle music add an extra flavor to the overall experience.
Russ Carroll: 8
I've
debated it back and forth with myself quite a bit, and I'm not sure
that this is as good a game as the first Virtual Villagers. My
struggles really come from the pace of the game, which requires a lot
more interaction than the first game. One of the things I liked most
about the first game was the ability to check in on my villagers every
8-12 hours and see how things had progressed. My play times were
about 15 minutes each. With the new game I play for 30-45
minutes each play and feel that I need to play every 3-4 hours or
EVERYONE DIES! That said, the playing is good fun and the
puzzles are great fun to figure out. A lot of the additions,
such as the parent tracking, the additional objects and the soups are
absolutely fantastic additions the make the game a lot more fun to
play. It's like a demanding girlfriend that you are too fool to turn
away from.
# 4
Grimm's Hatchery

($19.99)
by Amaranth Games
| 7.0 |
| COMBINED SCORE |

Mike Hommel: 7
On the plus side, this is an Insaniquarium game wrapped in a fairly detailed crunchy RPG shell. On the minus side, the Insaniquarium part is pretty bad. Specifically, it's extremely repetitive
- every time it's click on eggs, click on hungry pets, click until your fingers bleed on angry monsters that always come from the same spot. No special items or tricks to liven that up, just those 3 things to click on. And more fundamentally, something that just killed it for me: the click recognition is really bad. You'll click 3 or 4 times to get one egg sometimes (this is a problem in menus too, where you can only click on, say, half of a picture of an egg to select it), and other times you get 3 eggs in one click. If the clicking were not so troublesome, this would be a very good game, easy 8. If it also kept up with new stuff to do in the hatchery portion regularly, it would be a high 9.
John Bardinelli: 7
Not an original concept in casual games (see Insaniquarium), Grimm's
Hatchery nevertheless scores points for a lush, fantasy-style setting that
draws you into the game. The goal is to raise money by hatching and
selling magical pets. As you earn cash through your work you can buy items
to make your farming easier and eventually progress through the kingdom to
new areas. There are lots of side-quests going on to keep you interested,
but the troubling fact is the game is horribly linear. Even though you
feel like you can do whatever you want, in reality beating the game means
walking a narrow line of success or defeat. Egg gathering later in the
game becomes a nuisance, as there are so many things you have to click
you'll be lucky if your mouse survives the torture.
William Usher: 7
What if Pok_mon was an RTS game? Well, it would be Grimm's Hatchery, a breed-e'm-and-sell-e'm strategy game that manages to be as fun as it is thought-provoking. The general concept of breeding little monsters/pets is to either sell the eggs, or further expand your breeding ground by hatching the eggs and repeating the breeding process. But it's not all about making money on some little critters' babies. There's also designated missions that keeps the tension high and the replay values intact. Just as an added note, I found myself strangely addicted to wanting to complete this game's main quest. I guess the non-stop gameplay and constant requirement of undivided attention really added a necessary element of intrigue. That's definitely a good thing for this game. Although, when it comes to the sound effects and music, Grimm's Hatchery manages to set up a meager standard to keep majority of audiences entertained. But even though the aesthetics aren't remarkable, they are fairly acceptable for a fairly entertaining, but highly addictive game.
Caspian Prince: 7
Here we have a game for which we have finally found a legitimate use for the
word "dichotomy". Grimms Hatchery is an odd combination between frantic but
somewhat repetitive and dull mouse thrashing, and labouriously slow
management made slightly irritating by a rather clunky user interface. The
fundamental game concept is quite sound and the storyline, though solid, is
straightforward enough for you to know more or less what to do. The trouble
is that it takes so long to progress a single game and you get no feedback
whatsoever as to whether you're likely to succeed or not with whatever your
current management tactics are.
There are plenty of cute little surprises hidden in the management part of
the game to make it a bit less repetitive and tedious but the other half of
the game - the mouse thrashing bit - never gets any more exciting than the
most trivial of free games found on the internet.
This game is essentially a rip-off of Feeding Frenzy wrapped up a different
way and as such it's portal-fodder: the game equivalent of a Big Mac and
large fries. Ultimately it doesn't really satisfy but I expect it will sell
in large numbers.
# 5
Hard Time

($19.99)
by MDickie
| 6.8 |
| COMBINED SCORE |
Mike Hommel: 3
Unplayable. A great idea, a real fun concept, with incomprehensible execution. It's like it's almost a great game, but instead, it's horrible. Two things really define this game: absolutely constant interruption as people come up and yell at you every time you take a step (pausing the game and making you sit through dialogue, which you can skip, but only slowly), and working around absolutely insane AI. The guards fight each other at random (no inmates needed!), a guy tried to shoot a basket with a baseball bat, and another guy asked me to watch his back and then yelled at me for not doing it 5 seconds later. I get it, it's a simulation. A simulation gone completely mad.
John Bardinelli: 8
This is definitely one of the most technically impressive indie games I've
played in a while. You play a character thrown into an experimental jail
for just under two months. It may not seem like a long time, but as the
judge says, it's HARD time. The prison is wrought with violence and you
must carve out a life in this miniature environment. Follow the rules and
play it safe by serving food in the cafeteria or raising your intelligence
in the study, or jump in with fists flying and start dominating early-on.
Gameplay is open-ended, which, as always, is both a blessing and a curse.
There's a wide range of paths to choose from and ways to reach your goal,
making the game feel like a low-polygon Grand Theft Auto... in prison.
William Usher: 10
MDickie does it again! Wow, I actually think this is his best work yet. I loved
Wrestling Encore, don't get me wrong, but Hard Time is so much more intense. The difference in the gameplay is that Hard Time focuses more on in-the-moment encounters. Wrestling Encore and
Grass Roots had sporadic segments of character interaction and story progression, while Hard Time puts gamers right there in the shoes of a prisoner who just can't seem to cut a break. The grappling/fighting system works superb, and the shootouts
- while usually one-sided - are still fun to play through. The theme song is completely fitting; the sound effects are on-par with previous MDickie titles; and the mini-games, though sparsely interactive, add a necessary touch to the often times violent encounters. I have to say, hands down, Mike Dickie has out-done himself with Hard Times. I've always thought of him as the Rockstar to independent gaming, and he definitely doesn't disappoint with this title. You'll have a bloody good hard time with this game.
Caspian Prince: 6
An original 3rd person perspective game about doing a short stretch in a
particularly violent and unruly prison.
The first thing that struck me about Hard Time was the lack of mouse
control, even on the menus. Who knows why they decided that was a good idea.
There are lots of fun options to set up your character in the game which
helps you get into the atmosphere of it all but the cutscenes, which are
liberally peppered throughout the gameplay to move the story on and give you
objectives, are unskippable and soundless, and that's a shame because some
proper recorded dialogue would have gone a long way to helping immersion. As
it is the slightly cranky graphics do a reasonable job although it's a shame
the shadows weren't a bit better done. Nice camera work. The sound is
unfortunately sparse throughout. And the AI of the other inmates is
sometimes a little embarrasing. All in all it looks like it got rushed out
before it was properly finished and polished up.
A memory access violation too many halted play but all in all I rather
enjoyed this game for its originality and wanting to know what happens next
in the story - 34 days is a pretty long time. What it needs is a few
iterations of polish to let the concept shine.
# 6 (tied)
Gunstorm 2

($16.00)
by Cornutopia
| 6.0 |
| COMBINED SCORE |
Mike Hommel: 5
It is both nonsensical and frustrating that the basic enemies in this game move faster
- a lot faster - than your bullets. I realize it's a game of skill, and they can be shot, but that doesn't mean it's fun. In fact, watching them whiz around at light speed while you putter in the middle and plink away is really annoying. It also defaults to the horrific control scheme of Gunstorm 1 (but does let you choose a normal mode instead), and still has the inexplicable
"ESC=instant game over" button. Limited ammo on all the weapons that are remotely useful is also not a favorite of mine. Overall, it manages to feel slow and boring, while being incredibly hard at the same time. A remarkable balance to strike!
Brian Clair: 5
Gunstorm II is an Asteroids-style game where you command a single ship who must fight against countless aliens. The play style is about what you'd expect as well, with your ship remaining stationary until you use your thrusters to propel yourself forward, and enemy ships coming in from all around you. Unfortunately, I found Gunstorm II's controls to be a major barrier. You're pretty much stuck using the mouse for nearly all functions (there are some keyboard controls but they are minor), and I desperately wanted to use the keyboard for all movement and the mouse for aiming/shooting. Needless to say, this ramps up the difficulty level extremely high (enemy ships enjoy kamikaze runs) and I was never able to get very far due to repeated untimely death. The power-up graphics in Gunstorm are also pretty basic
- essentially just color-coded shapes - which I didn't think conveyed enough useful information on what they did (certainly the case for weapon upgrades, though all are powerful and will get the job done). A definite highlight of Gunstorm II are the sound effects and music, both of which are quite good.
William Usher: 6
After being lured into the general appeal of the game's original intro song, there's not much else to keep you glued to your seat and your eyes stuck on the monitor. Gunstorm II is more like a stylized version of Asteroids. There's some cool weapons to collect and neat special effects, but the stagnate pace and lacking in-game music really strip away from the game's aesthetics. The actual gameplay, however, is evenly balanced with a simple control scheme and a good variety of both devastating and unique weaponry. Still, I felt like this game was lacking the depth it needed. The battle encounters required a good amount of player skill, but they also seemed like they were mired in apathy. I almost felt like the game was lacking soul. Maybe a multiplayer mode would have saved some face, but I can't say this wasn't anything above an average title
Russ Carroll: 8
A really cool arcade-throwback shooter that does a lot of things right (weapons you want to risk your life to get, cool synthesizer voices, great cheesy theme song at title screen) and a few things wrong (minefields just flat out suck and where is the in-game music?). Unfortunately, I think most players are going to miss what makes this game special, because they won't give it the hour plus it takes to 'get' the game. It's certainly hard, it will take you more than a few tries to get through the first level, but as you are building towards unlocking sub-games and special features even when you die, it doesn't feel as punishing as some shooters. One of the few shooters I've played recently that didn't leave me feeling quickly bored by redundant aliens, Gunstorm 2 kept me playing for a long time and that is honestly the best compliment any game could ask for.
# 6 (tied)
Roman Bowl

($14.95)
by CopleyGames
| 6.0 |
| COMBINED SCORE |
Mike Hommel: 7
This game was a very pleasant surprise! Adorable little Lego Romans tossing around ye olde pigskin. I don't actually care for football games, but simplify it enough, as this game does, and it's fun stuff. The big black mark against this game is an absence of any play other than simple single matches. There's a
"Playoff" mode, but it's just your choice of a few single playoff games, not a tournament of any kind. There's also no multiplayer. This is definitely something you could have a blast with another person, if it supported it (in these days of USB, two mice go in a computer easily!). The gameplay is there, the options aren't.
Brian Clair: 5
Football is a pretty straightforward sport to understand once you get the basics down, which is why I was surprised when RomanBowl opted to present a lite version. Instead of the team on offense having four downs that renew every first-down, in RomanBowl you get five downs only per turn. This isn't necessarily a bad thing, since it simplifies gameplay quite a bit for those unaccustomed to football. What is bad is how RomanBowl pastes its translucent score/time/down strip right across the middle of the screen. This turns what could have been a decent release into something of a hassle, since it partially overlays the play selection boxes, the main game window, etc. I also have to question why RomanBowl only includes exhibition and playoff game modes. What's the point of playoffs without any season leading up to it or the ability to create your own team?.
William Usher: 6
Abating the long, timely and often boring simulation process found in most interactive football games, Roman Bowl brings football right on down to the casual level of gaming. There's not a lot of whistle blowing; there's no unnecessary roughness calls; there's no fouling, there's just football. You can pass, tackle and make decisive playbook strategies
- using casual tactics, of course. Accompanying the easy-going gameplay are some easy-on-the-ears sound effects
- mostly consisting of player grunts and some jeers and cheers from the crowd.
Visually, Roman Bowl holds its' own with well animated sprites, and characters that you can at least spot on the field without any problems. The only downfall to this game is that there's not a lot of weight to the modes or gameplay. Still, the three available game modes work well enough for a decent, casual pastime.
Russ Carroll: 6
A game that seems like it should be fun and cool, but it only delivers on the cool. It simplifies football with a fun theme (ala Cyberball) and mouse control. The trouble is that the game feels sluggish and is more difficult to play than it seems like it should be. I found passing to be very difficult, which lead to me only doing screen passes or running the ball. This in turn got to be rather boring and wasn't aided by the frustration I felt
on the defensive side of the ball (could anyone else on the team TRY to cover someone...anyone?!). Fun for a few minutes, I really enjoyed the player models and idea, but in the end it fell a good bit short of the
goal line.
# 6 (tied)
Mars Miner

($19.95)
by RetroStyle Games
| 6.0 |
| COMBINED SCORE |
Mike Hommel: 6
I like cute games, so I don't see the need to turn Bomberman into a dark and bloody interstellar romp. Really, the 6 says it all. This game is okay, but nothing special. It's really lacking in the information department, like no indication of how many bombs you have or what their blast radius is, and the controls have a little hint of clunkiness that will get you killed. All in all, it would be better if it was cute like Bomberman.
John Bardinelli: 6
While the concept is good -- a "better" version of Bomberman with a new
setting and nice graphics -- I don't feel Mars Miner lives up to its
claims. The visuals are unique, which is refreshing, but the meat of the
game isn't anything new. Walk around, collect power-ups, and blow stuff
up. Mars Miner does keep things lively by introducing new gameplay modes
and challenges, but in the end I still feel like it's trying to emulate
Bomberman a little too much.
William Usher: 6
A space traveler getting stranded on a Bomberman-esque Mars sounds like fun, eh? Well, it is. Except, things aren't so great for the unlucky space traveler trapped on the red planet. But players get some fun frills and thrills with some unique stage designs and challenging AI opponents in Mars Miner. The beginning of the game starts off with some Marcross inspired asteroid dodging, as you fly the destined-to-crash spaceship to Mars. But right after crash landing players must use their wits by planting bombs and destroying insectoid space aliens while trying to find a way off the planet. It's like when Starship Troopers, Damnation Alley and Bomberman get
puréed in a blender. The added survival mode is a feature I personally found to be more interesting (and challenging) than the stage mode. Still, it's not too bad a game...and its solid design and snazzy visuals keep this title a little above average.
Russ Carroll: 6
Hmm. Well it's Bomberman. Themed with a pretty cool futuristic theme (didn't Hudson do that recently?). Did you know that every Bomberman
'93 has had a single player mission mode. Do you remember any of them?
Why is that? I think therein lies the problem with Mars Miner. In a
single-player survival game you don't want to be launching bombs like Metroid,
you want to have a gun to blast things! As a huge fan of Bomberman I have to say I'm not sure who this game is for. If I was going to play Bomberman multiplayer, I would do exactly that. As a single-player, Bomberman simply isn't a great idea. So this is a very well-executed bad idea.
# 9
Kalimee

($7.00)
by Guido Raffinatore
| NS |
| COMBINED SCORE |
Mike Hommel: 4
You know what was surreal? When I walked through a wall and ended up in the space outside the level and couldn't get back in for 2 minutes, during which I discovered that you can't exit the game until you've completed the first 2
'puzzles', one of which is a completely random clicking exercise and the other of which is a typing test. Wow, I managed to cram a lot of complaints into that sentence! Well, listen up friends, because that's not enough! This is a bad game that manages to extend the
'surreal' part of its name throughout every part of the byzantine interface. Also, its author spammed my forums. It's harkening back to Myst and its ilk with full motion video and strange scenery, only without the puzzle design or playability.
John Bardinelli: ns
Couldn't get it to run on my PC.
William Usher: 6
Man, this game is strange. It's probably not the best way to start a description of a partial free-roaming, puzzle adventure title. But it's just really weird...in a good way, of course. The music, done by Guido Raffinatore, is as surrealistically pleasing as the almost ethereal atmospheres. Graphically the game is rather amazing; the cramped corridors emitted an eerie feeling of tightened quarters, while the outdoor areas were seemingly picturesque. As for the puzzles...I found that some of the tasks were quite easy, others were difficult and some were just odd. My biggest problem with this game, strangely, is not with any of the puzzles but with the fact that you have to earn points to save the game. What's up with that? I had to play for an extremely long time just to earn enough points to try to save the game. So I can't think of this game as being a great casual experience when you can't casually drop-in and duck-out as you please. I'd like to give it a higher score for being so darn original, but the final verdict reflects my overall feelings for this game.
Caspian Prince: ns
A dialogue box pops up on my system: "DirectX 9.0 Installed (589824).
Requires DirectX 9.0c (December 2005) or later."
Seems a pretty steep requirement. I tried to download DirectX 9.0c direct
from Microsoft and installed or, or at least, followed their instructions,
and it reckoned I already had DX9.0c installed, which is good, because
that's what I thought too. So I gave up.
# 10 (kinda)
Multiblocks
Multiblocks pulled out of our April review panel very late in the month.
The developer has created an even newer and better version of the game
that you should check out. Unfortunately, due to the number of
games that the panel receives we weren't able to reschedule the game
for a future panel and so, we thought we'd instead just give you a
link over to it to go and check it out yourself. Enjoy!
|
Auto Cross Racing Chocolate Castle Civil Disturbance Darwin the Monkey |
Lighthouse Lunacy MAGI - Magical Strategy Game Retro Records |
Sam & Max Episode 6: Bright Side of the Moon Scavenger Venture the Void |
The
Illustrious Panel:
Mike Hommel -
Hamumu
Mike Hommel is known for his hilarious and bizarre games.
Though his site claims that all his games are just 'dumb fun' you'll
find that they are some of the more interesting games around, and will
eat hours away from your life without you realizing where they all
went.
Brian Clair- Total
Gaming.net
Brian Clair was the publisher/editor of the Adrenaline Vault website
for more than nine years before moving to Stardock Entertainment in
early 2005. He currently runs the games publishing division for
Stardock Entertainment and is always on the look-out for the next big
hit.
John Bardinelli -
bardinelli.com
As a freelance video game writer, John thinks he's done something
pretty clever by combining his two greatest addictions into a career.
Now, among other projects, he spends much of his time scoping out the
latest and greatest casual/indie games for Casual Gameplay.
William
Usher -
Starting off as a wannabe game designer with unreleased titles such as
Axio Pets, Pong Party Extreme and Zombie Killers EX 3D, Will decided
it was time to hang up his boots as a designer and instead focus on a
freelance writing career. In this field, he provides a critical eye to
the gaming community. Especially on games most people never heard of.
Caspian
Prince - Puppygames
Cas first started with indie games with the release of the much
maligned Alien Flux. After learning that listening to everyone's
opinions gets you exactly no where, he changed his focus to making the
best retro-flavored goodness he could come up with and has moved to
Korea just to be able to survive financially while creating the games
he cares about.
Russ Carroll - Game Tunnel
Game Tunnel's Editor-In-Chief, Russell founded the site in 2002 as the
first website dedicated to reviews of Independent
Video Games. In addition to running Game Tunnel he currently
works as the Director of Marketing for Reflexive Entertainment.
|
Scoring Scale: |
||||||||||
|
| Game of the Month | ||
![]() |
Sam & Max: Reality 2.0 |
![]() |
| Award Winners This Month: | ||
![]() Average score of 9+ |
![]() Average score of 8+ |
![]() Average score of 7+ |
| NA |
Wonderland Adventures Sam & Max: Reality 2.0 Virtual Villagers 2 |
Grimm's Hatchery |
By: The Illustrious Panel
Posted: Tuesday April 24, 2007











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