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Indie Game Review Panel [July Edition]
(brought you in part by TIP*)

All good things come to an end and even the round-up has finally succumbed. After completing 3 years of the panel last month, we published our Top 100 round-up games compilation article, which sadly will be the last major milestone for the panel. This month is the 37th and final monthly round-up. This month's panel features 2 great pinch hitters in Derek Yu of Blit Blot and Greg Costikyan of Manifesto Games. Each is well-known for their strong opinions, making for a very interesting final panel! Beginning next month a new, simpler, article covering the newest in indie games will begin.

A final thanks and farewell to The Illustrious Panel. Thanks for all the memories!

# 1

Immortal Defense



($22.95)
by RPGCreations



9.0
COMBINED SCORE


Derek Yu: 9

Immortal Defense takes a simple, oversaturated genre and elevates it to another level entirely. The existentialist storyline is not only compelling and thoughtful, but it's probably the best explanation for "turret defense" gameplay I've seen yet (well okay, it's the only turret defense game I've seen with more than a rudimentary story). I also totally dig the way turrets represent emotions and it's interesting to think about how they interact with one another. But high concepts aside, the game is just plain fun. The points / cache systems and the way it opens up as you play through each campaign are cleverly implemented. Color me very impressed!

Greg Costikyan: 10

I love this game--for its elegant, minimalist presentation; for polished gameplay; and for an intelligent design approach to a style of gameplay admittedly pioneered by others; and for its wry and even haunting backstory.

A 'tower defense' game ala MASTER OF DEFENSE, ID doesn't have monsters running down a road, but instead abstract, shmup-like ships streaming down "pathspace"--apparently, hyperspace links between stars are linear, and to prevent the enemy from galactic conquest, you need to set up towers (or "points," as the game calls them) to fight them. ID has lots of different types, with different capabilities, and enough variation in path geographies that optimal tower placement varies quite a lot from level to level.

That's where the polish comes in, of course--varying challenges, and appropriate strategies, by level. One smart variation on the tower defense dynamic is that your mouse pointer can also shoot at enemies, so instead of simply monitoring their attacks, you're also actively working to oppose them, which considerably increases the tension level.

The brief text sequences between levels carries the story--to fight in "pathspace," you have foregone your body and normal existence, and the concerns of the people who are sworn to defend seem increasingly irrelevant to you, in this very different existence. I typically think this kind of backstory is irrelevant (and often poorly written), but here it's almost haunting--nicely done.

I wouldn't be at all surprised to see this as an IGF competitor this year.

Caspian Prince: 8

One of those newfangled "tower defence" games, this one has been purified somewhat and abstracted. And then, most bizarrely, has had a whacky story and all sorts of superfluous stuff to explain why you're playing! Anyway - I never did quite "get" tower defence games but this one has the added goodness of being able to move and shoot with the mouse which makes it rather more appealing to me. In fact I found I actually had to drag myself away from it to write a review for Rock Legend, which earns it another point on the Score-O-Meter. On top of that it's quite psychedelic graphically, and the sound is really rather unusual and excellent in places. I especially like some of the music. All in all, an interesting take on the genre.

# 2

Urban Legend



($19.95)
by ELENS



7.7
COMBINED SCORE


Derek Yu: 6

Stormtroopers have better accuracy than the goons you'll work with in this game! I'm talking about "can't hit a juiced-up punk rocker with a shotgun from one step away" type accuracy. Which wouldn't be so frustrating if you had more ammunition, more action points per turn, and/or shorter load times. The bottom line is that Urban Legend is competent because the presentation is good and because the games its based on (Laser Squad, X-Com, etc.) are extremely fun, but it lacks the tactical depth or intensity of its source material.

Greg Costikyan: 8

Starting URBAN LEGEND is a bit like firing up an old friend, at least for those of us who doted on turn-based strategy games like JAGGED ALLIANCE. I'm back in the old paradigm, taking advantage of cover, waiting testily while the enemy moves, and wincing when one of my expensive mercs dies. Can't think of a better way to kill an evening, really; UL certainly hits the right notes, and it's nice, too, that the story is somewhat humorous in nature (if appropriately bloodthirsty).

The controls are smooth and easily learned, the obvious pitfalls of games like this (dull mission design and poor pathfinding algorithms) are avoided, and if the AI isn't that smart, that fits into the game's fantasy well enough--your men are supposed to be something of an elite, after all.

Innovative? No--but a nicely polished effort in a favorite genre that major publishers don't publish any more. Nice.

Caspian Prince: 9

Ah, now here is a game crafted with love. Beautiful pixel artwork, frantic caffeinated music, and the sort of sense of humour they just don't understand in the US. It plays rather like the X-Com games in pseudo-realtime, and like the X-Com games, it's good fun and I got quite thoroughly absorbed in it. The only reason I couldn't give it a 10 is because of its similarity to X-Com in fact. I strongly recommend trying this game out if you're a fan of the genre - money well spent.

# 3

Professor Fizzwizzle and the Molten Mystery




($19.95)
by Grubby Games



7.3
COMBINED SCORE


Derek Yu: 7

Professor Fizzwizzle and the Molten Mystery is almost identical to the original game, with the addition of a few new items and a new "step counter." Like the original, it's a fun, if not very daring, puzzler. Good graphics, fun puzzles, cute theme... although the story seems less inspired this time around. If you wanted to play more of the first game, then that's what this is!

Greg Costikyan: 7

I like the original PROFESSOR FIZZWIZZLE game, so its no surprise that I'm happy with its sequel. And there are enough new elements (heat and ice guns, bat bots, etc.) to provide somewhat different puzzles than the original. And it's polished, with cute graphics, and the ability to undo moves and restart levels, as well as simply view the solution, so the frustration you sometimes feel with puzzle games is minimized.

The only reasons I don't rate it higher, really, are that the back-story is nonsense, and well, it's more of the same provided by its predecessor.

John Bardinelli: 8

The first Fizzwizzle was good, and this one somehow manages to top it in every way. Molten Mystery rejuvenates the familiar action/puzzle formula with more items, over 200 new levels, and plenty of other extras. The step counter is an interesting new addition, allowing you to compare the number of steps it took to beat each level with other players from around the world. Accessible to all ages (yup, even the kiddies), excellent presentation, and oh-my-stars addictive gameplay once again. How do they do that?!

# 4

Kudos: Rock Legend



($22.95)
by Positech


7.0
COMBINED SCORE


Derek Yu: 5

Despite this game's lame presentation (complete with frightening Poser models) and really hackneyed portrayal of being in a band, it's actually kinda entertaining, because, well... it's fun to be in a band, and it's fun to keep playing bigger gigs and make more money to buy more stuff! It's the same principle that makes level-grinding in RPG's enjoyable. Hit a button and get a pellet. Eventually you get bigger pellets. To be honest, the customizable parts of the game are pretty nifty (I still crack up when I think about some of the tracks I made), but overall this is pretty bad. A game about being a musician should have more than one irritating song in its soundtrack! But okay, so it was a bit of a guilty pleasure.

Greg Costikyan: 8

I loved the original Kudos game, in which you played a chav with no particular skills trying to survive and eventually build a better life over a period of a few years. Like this game, it was a pretty simple resource management game, the main resource being your time, carried mainly in text but dressed up with attractive graphics.

I was a little skeptical that the same basic gameplay would transfer well to a game about rock-n-roll strivers; much of the charm of the original is in the pathos of the character's difficult start in life, and doing a music-themed game in which music is not central is potentially fraught with difficulty. But actually, it works quite well--there's a sense of slow progress as you develop skills, write songs, and play bigger venues. The gameplay isn't identical, either; the song-writing mini-game is mildly entertaining, although the mini-game based for practicing your instrument--essentially a stripped-down beat-matching game--is somewhat tedious. Still, there's enough here to hold your interest--I wound up playing it for many hours more than really necessary for purposes of this review. I would have liked there to be actual drugs and groupies, of course, but I guess if there were, a lot of places wouldn't carry the game... too bad.

Caspian Prince: 8

Cliff Harris does it again with another of his oddball unique simulation games. Mind you I've not even seen Democracy or Kudos before so I came to review this with an open mind. We'll get the boring stuff out of the way first: the graphics are functional and some of them are pretty nice, but I think a bit more work on style is required. The sound though, is pretty much superb - recorded by session musicians I think. A good thing too, given the nature of the game.

I found that the game was strangely engrossing and before I knew it I'd twiddled away for over an hour. There's an awful lot of stuff to juggle around in the game which will ensure no two goes are alike - though there is indeed so much stuff it'd take a long time to figure out a successful path. I really liked the little subgames where you arrange songs to improve them and the musical skills practice which has you tapping keys to replay a melody correctly.

In the end, the sheer scope of what Positech was trying to do ultimately means that this game feels like it has much missed potential. I'm rather hoping that there will be a slick and ultra stylish sequel one day with tons more graphics and music, and oozing style.

# 5

Pathstorm



($19.95)
by CaveBug Games



6.0
COMBINED SCORE


Derek Yu: 4

Pathstorm is an okay puzzle game that involves a lot of bouncing balls. I could see that if you're a big fan of puzzle games like Sudoku you could get into this, since it requires the same kind of basic deductive reasoning and process of elimination. But that's about all it's got going for it, since the presentation is really quite underwhelming. The other thing is that there's no real penalty for doing poorly on a level so you can totally brute force your way through. I think I cleared one level with a score of negative 160,000. So where's my motivation? Oh yes... "trophies." No thanks!

Greg Costikyan: 7

I'm a sucker for well-designed puzzle games, and Pathstorm qualifies. It's quite abstract, which is booth good and bad: Good, because there's no metaphor confusion, by which I mean that puzzle games with objects that hav6e real world analogs can be confusing when the behavior of those objects in the game follows 'puzzle logic' rather than conforming to real-world expectations, while with an abstract model, you know that things work as they are described. Bad, because part of the charm of games like Professor Fizzwizzle is in the cuteness of the characters and framing device, which is something you don't get here. (Indeed, while there is a framing story, it's basically pointless, and the kind of thing the ESC key is designed for.)

Other good points: A well conceived level-by-level tutorial that introduces new objects intelligently; a nice range of user-selectable difficulties; and careful level design. What's not to like?

John Bardinelli: 7

Oh, how I wanted to take this game and run away for a discreet (yet tastefully implemented) marriage. Pathstorm is a lot like picross, which I adore, and thus I was immediately taken by the sleek visuals and mysterious gameplay. But then I settled down and got to know her a bit and realized the relationship wouldn't work in the long run. Pathstorm runs out of fun after a few dozen levels, at which point you will feel either bored or frustrated. The game isn't a bad idea, and for what it's worth, it was crafted very well. It feels like it should be a Flash game rather than a downloadable title, however.

# 6

Membrane Massacre



($0)
by HopeDagger



5.7
COMBINED SCORE


Derek Yu: 3

I'm pretty sure what we have here is a programmer who wanted to build an entire game around a couple of algorithms. That's the only way to explain why deformable bodies and destructible terrain exist in this crappy shooter. The controls are just plain terrible. (This is almost exactly like the type of game example you'd find in the final chapter of an Andre LaMothe programming book!)

Greg Costikyan: 6

A straightforward shmup with a twist: your opponents are not enemy spacecraft but bulbous organic amoeboid creatures (the back-story being that your spaceship has been miniaturized and injected into someone's body, FANTASTIC VOYAGE-style, to battle disease). Beyond that, there are the essentials you expect in a game like this: multiple weapons, waves of attackers, increasing levels of difficulty. Nothing too fancy-pants, or particularly innovative for that matter, but the fact that the environment is destructible (so you can sometimes catch opponents off guard by blasting your way through a retaining wall) and the visuals of the opponents different from the norm makes it good clean shooting fun. I'm not sure I'd pay for this, but since it's freeware, well, who can complain?

John Bardinelli: 8

This one took me completely by surprise. At first, Membrane Massacre screams "AVERAGE SHOOTER!!!", but after just a few minutes of playing it, you realize it's so much more than that. You play a small, well-armed ship navigating a biological organism destroying enemy bacteria and blasting holes everywhere you see fit. There's a very cool shooter-turned-spy feeling to the game, as at all times you're both hunting cells and running from cunning foes around you. You get a new weapon every few waves, and they get more impressive as you keep playing. A very well-balanced and interesting shooter that will hold you for quite some time. More games should take place within the body, it's ripe with war-like themes and other nifty sci-fi potential.

# 7 (tied)

Alice Greenfingers



($19.99)
by Arcade Lab

Website
Download


4.7
COMBINED SCORE




Derek Yu: 4

I hadn't been playing this farming sim for long before I realized that I was growing crops to make more money just so that I could buy more crops to grow. This isn't a game... this is busywork, pure and simple! You know what really drove it home, though? It's when I got a new item in the store that was just a stack of 5 boxes... "for my convenience." (You start off only being able to buy one box at a time.) Essentially, I got an upgrade that just saved me a few mouse clicks. Sheesh. At that point I just paid an illegal immigrant to play the game for me.

Greg Costikyan: 2

I found this game basically tedious as hell. You run around watering plants, filling boxes, and stocking your store, a mini-map where animated character wander around and occasionally buy a box of vegetables from you. In short, it's a tycoon style game with no level progression, no real challenge, and a series of unchanging but dull activities (click to water! now click to pick tomatoes!) that feel a lot more like busy work than actual gameplay. I suspect it'll be a commercial success--the lack of challenge and topic are well calculated to appeal to the casual game market, at which its aimed--but I can't imagine an actual gamer finding this entertaining for more than ten minutes.

John Bardinelli: 8

Gah! Make me stop, make me stop! This is one of those games that would make you say "Oh c'mon mom, just ONE MORE before bed". Before you know it, an hour has gone by. Alice Greenfingers takes the crop raising/selling formula from Harvest Moon and simplifies it by taking out all the adventuring and chore-doing. What's left is a simple casual farming game where you sow seeds, sell crops, and try to rake in a fortune. The game progresses quite nicely (though a tiny bit slow at first) and adds new seeds and items at just the right pace. Few games manage to take my brain by the lobes and hold me down for long stretches of time, but Alice pulled it off. The visuals look a little grainy, though, and after a long session my eyes were thrilled to see my sleek desktop environment once again.

# 7 (tied)

Meanwhile



($0)
by Peter Brinson



4.7
COMBINED SCORE


Derek Yu: 4

The idea that a player's actions can alter the game for EVERYBODY is awesome. Unfortunately, when you're actually playing the game there's very little indication that there's any kind of interaction going on between you and other players. What you're left with is a platformer with mediocre graphics, poor level design, and slippery controls. What I'd like to see is a better game take this idea and just go completely wild with it. What else could players affect other than the basic attributes of the player character? The potential is huge!

Greg Costikyan: 5

The good: nicely minimalist black-and-white graphics and a stick figure protagonist, and smooth controls; in a world filled with glitz over gameplay, it takes a certain fearlessness to go this route. The bad: alt-tab out, or hit the menu key accidentally, and you'll have lost the cursor and controls when you come back (I had to reboot at one point, since I could neither quit nor get to another application). A little buggy in other words. The clueless player: I suck at twitch-action side-scrollers like this, and couldn't really get into it deep enough to make a fair judgment, hence the middle-of-the-road score I'm assigning. I recommend you trust the judgment of reviewers who don't suck at this type of game over mine.

John Bardinelli: 5

An interesting and ambitious idea that I just couldn't get into. Meanwhile is a single player platform game with an avatar who has shared statistics affected by other players around the world. Running speed, jump strength, and spell recharge constantly shift levels as players vote/earn them up and down. You'll have to play the game over the course of a few weeks to notice any significant difference. I dig the presentation (who wouldn't love that old-timey look and feel?!), but the controls are so jittery I wanted to scream. Or cry.

# 9 (tied)

Turret Wars



($9.95)
by Sector 3 Games



3.7
COMBINED SCORE


Derek Yu: 2

This game is so all-around dull that I think I actually became a duller person by playing it. Seriously, this game has made me less fun at parties. If you enjoy listening to bad techno and watching missiles move slowly toward their targets in 3d, then you may enjoy this. But if that's the case, you're probably already pretty fulfilled watching the mildew collect around your bathtub. For everyone else, just play Wendell Hicken's Scorched Earth - it's free and it's a better game by about a googleplex.

Greg Costikyan: 5

Another game it's hard for me to rate, since it's another game style I don't much enjoy. There are cannon games I like, but they're 2D and humorous in intent--like Worms and GunBound--and I've always felt that more gets lost with 3D, for this genre, than is gained. And a science fiction setting, for me at least, makes suspension of disbelief more difficult--elevation and trajectory calculations are what computers were invented for, and it's hard to believe that in the future we'll be judging shots by eye, since we haven't done so for more than a century now.

But those are, of course, personal prejudices, and TURRET WARS seems nicely polished for what it is: the 3D settings are reasonably attractive, I like the way the camera follows your shot in toward the enemy (which since you're often firing over the horizon is very useful in ranging), and there's enough variety in arenas, cannon types, and power-ups that it's pretty clear there's a lot of gameplay here--for those who like this kind of gameplay. Which isn't me, but if it is you, well, sure; check it out.

Caspian Prince: 4

This game came as a zip file, which is very naughty and lazy on the part of the developers! My mum wouldn't have a clue what to do with it. But then, my mum doesn't play 3D battle simulations, which this game is. It's a realtime 3D take on the old "Tanks" game. Sadly it is rather lacking in an array of deadly weaponry (only four basic turrets) and the landscape doesn't blow up when you drop bombs on to it. Also, it's rather crying out for some better sound effects. But the thing that's most disappointing is realising that you really ought to be playing versus friends over the network rather than computer AIs. It's kinda fun for a bit but you realise that the strategy versus the AIs more or less involves finding them one by one and blowing them up. If two of them start shooting at you at the same time it's game over although mysteriously that never happened to me.

What Turret Wars needs is more silly weaponry and deformable landscapes and network play. Then it'd be really good fun for office lunchtime play. I can imagine the insults flying across the room as fast as the shells.

# 9 (tied)

Lunar Domination



($19.99)
by Valen Games



3.7
COMBINED SCORE




Derek Yu: 3

I heard the name "Lunar Domination" and it conjured up images of power-hungry moon kings waging war and sending out legions of space aliens and moon soldiers to fight bloody battles in foreboding moon craters. Instead, what I get is M.U.L.E. minus anything that made M.U.L.E. interesting. Mobsters dig graves that are less shallow than the mechanics of this game, and it fails miserably both as a conquest sim and an economics sim. Worst of all, Lunar Domination uses a palette that is basically made up of every shade of gray in the color spectrum. This is a game where you and your dog can play together and share the exact same experience.

Greg Costikyan: 3

I wanted to like this game, but alas, its flaws are considerable. LUNAR DOMINATION tries to combine the construction elements of an RTS with the multiplayer dynamics of a "Eurogame" (multiplayer board games ala SETTLERS OF CATAN), but the combination is disappointing rather than tasty.

The basic problem is that good strategy games need to involve tradeoffs--what Reiner Knizia refers to as "a handful of choices, but difficult ones." In LD, the basic dynamic is expand, expand, expand--as aggressively as possible, and there isn't much variation in how you go about doing so. It doesn't help that the "levels" (such as they are) involve simple variations in terrain and board layout--not enough variation to hold your interest. As a result, if you play it several times, it feels like much the same thing all over again.

There's the germ of a good idea here, but not much more, alas.

Caspian Prince: 5

Hm, I'm rarely a fan of games that involve twiddling numbers. In fact, I ran away from a job programming local government performance management software to be an indie game developer programming games that involve blowing stuff up. This game pushes all the wrong sorts of buttons for me, but then again I rather feel it didn't try too hard to push them. Maybe that doesn't bother the kind of player that normally likes number twiddling games but it won't fool Cas's Consistent Score-O-Meter, oh no. So while it installed and ran fine and it's basically original in that I've never played a turn based moon-mining resource management game, the graphics are rather bland (the GUI reminds me rather of a Linux application and the anti-aliased fonts looked grim stretched out on my TFT display), the sound is sparse, but the music is pleasantly soothing; the style suits the genre; and I can't see why I wasn't able to play this game in a window.

Next Month's Games: (barring strange and unforeseen changes to the universe)

...

The July Illustrious Panel:

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.

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.

Derek Yu - TIGSource
Derek is the, ahem, slightly vocal editor-in-chief of The Independent Gaming Source, as well as the author of a few independent games himself. Currently, he's working with Alec Holowka on Aquaria, a massive 2d underwater fantasy adventure.

Greg Costikyan - Manifesto Games
Greg has designed more than 30 commercially published board, roleplaying, online, computer, and mobile games. He has written extensively on games, design, and industry business for publications that include the New York Times, Wall Street Journal Interactive, Salon, Game Developer magazine, and The Escapist.

Scoring Scale:

10 - Perfection 5 - Below Average
9 - Nearly Flawless 4 - Way Below Average
8 - Way Above Average 3 - Quite Poor
7 - Above Average 2 - Terrible
6 - Average 1 - Just Unbelievably Bad
Game of the Month
Immortal Defense
Award Winners This Month:

Average score of 9+

Average score of 8+

Average score of 7+
Immortal Defense na Urban Legend
Professor Fizzwizzle and the Molten Mystery
Kudos: Rock Legend

* Reviews and scores are the opinions of the reviewers and do not necessarily reflect the opinion of GameTunnel.






By: The Illustrious Panel
Posted: Monday July 30, 2007
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