|
Michael Scarpelli: 8
Pany Haritatos: 9
Russ Carroll: 10
# 2 |
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Droid Assault
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| 8.0 |
| COMBINED SCORE |

Michael Scarpelli: 9
Clearly, we're being spoiled. Puppy Games is, yet again, another rock solid developer.
No one does retro chic like Puppy Games. No one. They consistently manage to deliver
fresh and exciting flavors for old school gaming. In Droid Assault, the standard shooter
gets turned on its ear with a great little gimmick that drastically changes the way you
play. You're a lowly, lonely droid. You can shoot a little, you can take a little
damage. But you can also spend transfer points and take over other robots, adding them
one by one to an ever-growing army of allies. Which robots to spend your transfer points
on and which to take as your bruisers into combat quickly becomes a delicate exercise in
balance. This game stresses me out in all the right ways.
Pany Haritatos: 8
Droid Assault is a blast to play. Just about every presentational aspect of the game
oozes with quality and style. The music and sound effects are great, with a special nod
to the garbled female loudspeaker announcement at the start of each level. The UI and
graphics are equally as appealing. It was hard to come up with gripes for this game. I
sometimes had problems distinguishing the different robots in the middle of a heated
battle, but this is the only real issue I experienced. Droid Assault is good fun, and
you should give it a whirl.
Russ Carroll: 7
Droid Assault is a fairly unique game. You control a robot, attempting to capture or destroy the robots running amuck in the warehouse. Destroying them is done with your robot's weapon (aiming with the mouse and firing with the left-mouse button). Taking control of the robots is done by using the right-mouse button. It's an action-strategy game at heart, as you have limited transfer points that can be used to take control of the other robots.
Droid Assault is a cool concept and one that is wonderfully addicting as you keep leaping from super-cool robot to super-cooler robot adding more robots to your army. Of course, it's pretty jarring when your coolest robot gets terminated by the computer, and that happens fairly regularly. I found the game really difficult, and with no ability to
restart on higher levels, my enjoyment of the title was cut short as replaying the
early levels the fourth time around wasn't especially exciting.
Penny Arcade Adventures: On The
Rain-Slick Precipice of Darkness

($19.99)
by Hothead Games
| 8.0 |
| COMBINED SCORE |

Michael Scarpelli: 10
I'll preface this by telling you that I am a dyed in the wool Penny Arcade fanboy. I
have a signed poster in my office. I read the site regularly, I buy the books, I visit
them at Comic-Con. That having been said, I'm not a fan for blind reasons. I am a
studied gamer, and Penny Arcade knows games. I am a trained writer, and Penny Arcade
knows words. I am a funny dude, and Penny Arcade is hilarious. They've spent years
making comics about games and gaming culture, and now Mike Krahulik (the art), Jerry
Holkins (the words) and Hothead Games have put their money where their mouths are.
This game is the first in a episodic game arc, and I think it is a superb title. It's a
RPG/Adventure-game hybrid with a pretty impressive attention to the finer points of
gaming. Sure, it looks great, with character and location designs by Krahulik himself
and a deliciously twisted storyline crafted lovingly by writing demi-god Jerry.
Underneath this coat of paint, though, is a really well-crafted gaming experience.
Nearly everything you click on in the game will give you a different amusing message
about what that item is. There's hidden art, hidden music and on and on.
Even combat in the game represents a wealth of features. Fighting is a sort of
action-based RPG experience. Actions can be taken as soon as a set time period has
passed, and enemy attacks can be blocked with a well-timed smack of the spacebar. When
you're fighting with a party of three against 6 enemies, this is a frantic formula.
Characters have upgradeable weapons, special attacks that level up, group combo attacks
and the ability to earn overkill bonus damage for using those attacks just right. Oh,
and you have NPC attacks to call upon and a full complement of combat items to employ.
All in all, this is a rich, relatively lengthy and carefully crafted bit of gaming.
Penny Arcade likely know that some measure of their now ubiquitous reputation rests on
the performance of this game. So, they didn't hold out. They gave their fans what they,
likely, would want out of a game themselves. And that's a beautiful thing.
Pany Haritatos: 8
In the interests of full disclosure, I am unabashedly a Penny Arcade fan boy. I did my
best to stay objective, but I thought it was best to make that clear. That being said,
OTRSPODE1 actually exceeded my expectations, which is a rare occurrence. My favorite
part of this game was the dialogue, followed by the comic book panels. Obviously these
are the things I like most about the Penny Arcade comics, which to me means that the
game is a success. I was pleasantly surprised to find that I really enjoyed the gameplay
as well. The turn-based(ish) combat implementation was a refreshing twist on a perhaps
overused mechanic and one that definitely kept me pinned to the screen during combat. It
took me a little while to really "get" the combat, but once I did I enjoyed it
thoroughly. My least favorite part of this game had to be some of the "repeat X" type
quests. They were varied enough to keep it from being a significant drawback, however,
but the experience isn't completely hunky dory. The game is the right length for the
price, and altogether a great bargain. Even if you're not a Penny Arcade fan, chances
are you'll still have a blast playing through this game.
Russ Carroll: 6
I really have no idea how to score this game, so if you are considering getting it, you should probably throw my score out. Despite
often enjoying the comic strip and blog at PA, I was repulsed by the game.
OTRSPODE1 is an action RPG that does some nice things (thankfully you won't find yourself spending half the time traveling back and forth between areas) and some pretty standard things (you'll
often return to the same
areas you've already been before because somehow it has changed and/or you missed something). Like
Penny-Arcade, the writing it is often crude and
occasionally poignant and the mix is both off-setting and inviting. I personally found the story to lack a certain punch and the off-color humor pushed me over the edge
into a monologue rant about the difference between mature and juvenile.
(the game is rated M)
In the end, I thought Rainslick followed the same ground as a lot of RPG games, plucking good ideas from many and putting them together in a game that is solid if not spectacular.
Without the PA name and low-brow humor, I don't know if it
would get much attention.
Larva Mortus

($19.95)
by Rake in Grass
| 7.7 |
| COMBINED SCORE |
Michael Scarpelli: 7
Rake in Grass is another developer that I'm learning I can set my watch and warrant on.
Larva Mortus is, if not spectacular gaming, totally solid gaming. Top-down shooter
action delivered in juicy, bite-sized morsels. Nothing is terribly complex about the
game, but it's well executed. Levels are randomly generated, which always helps with the
replay value, and it's super easy to pick up and play a couple of levels during whatever
break you can find in the day, and that's pretty nice. Because of the top-down formula,
though, your options for gameplay are wander room to room and shoot things or… that's
it. If you love it right off, the hits just keep on coming. If you hated it, though,
it's a one note song, so you'll hate all of it.
Pany Haritatos: 8
I was pleasantly surprised by Larva Mortus. The gameplay is fairly standard top-down
shooter. While the graphics are decent, the music and story were instrumental in pulling
me into this game. The developer spent a lot of effort creating the overall horror
theme, with usually great results. At first I found the story boards to be a little
campy, but as the story pulled me in, they somehow added to the charm of the game as a
whole. The RPG character progression mixed with random level generation went a long way
to keep the game fresh. If you like top down shooters with some possessed humans and
undead thrown into the mix, I'm pretty sure you'll enjoy Larva Mortus.
Russ Carroll: 8
If you turn on Larva Mortus hoping for a fantastic shooter ala
Zombie Shooter or
Crimsonland, you're going to be horribly disappointed. The game is far more slow and methodical in its approach,
it's more strategy than action. Billed as a horror game, it's about as scary as pixels can be, which is to say not very. If you don't have an issue with those two points you should definitely check the game out. The story is interesting and the levels are redesigned randomly each time you play them, giving
Larva a lot of good replay value that doesn't feel punishing when you
get killed. The game has some RPG tendencies, allowing you to improve your character's abilities in ways that really do matter to the game play. Honestly, I really liked Larva Mortus once I got past wanting it to be a blast-a-thon.
My score of the game kept going up as I played it more and more during
the month. Once you 'get it,' Larva Mortus has got a unique feel to
its action that is very satisfying.
The Amazing Brain Train

($19.95)
by Grubby Games
| 7.3 |
| COMBINED SCORE |

Michael Scarpelli: 8
Grubby Games is at the top of my trusted indie developers. The
Professor Fizzwizzle
franchise is, I will say authoritatively, without any real research, the finest
educational gaming you can get that will be fun for kids and adults alike. Like the
other games in the series, The Amazing Brain Train manages to be both totally welcoming
for younger gamers and a wicked challenge if an experienced gamer is seeking it.
However, this game is basically Brain Age (of Nintendo DS fame) carried out to the Nth
degree. Mini-games are fun, but can get repetitive. And jeebus help you if you hate any
of the mini-games, because they will haunt you like you built an apartment complex on
their ceremonial burial ground. That's my one real fault with this title… accomplishing
any of the in-game quests basically just involves hitting the same mini-games over and
over again ad nauseum.
Pany Haritatos: 7
As always, Brain Train is another great offering from Grubby Games. The game is fun to
play and will appeal to a wide range of gamer tastes. It stands out from the other brain
training games I've played in that it offers us the charm and cuteness of the Professor
Fizzwizzle world. Each of the mini-games has gotten the same high level of polish and
they're all a joy to play. Some of them do get repetitive after awhile, and the
difficulty isn't always consistent across the various mini-games but not much more so
than other titles of this type. It's not my favorite Grubby Games game, but it's a
winner nonetheless.
Russ Carroll: 7
Grubby Games continues their Fizzwizzle series with a brain training game that uses an actual train and doesn't do much training. The game consists of a large overworld map of animals linked by train tracks. Players move down the tracks from animal to animal receiving quests and unlocking new sections of track as they go. The fuel to move down the tracks comes from passing a variety of brain teaser mini-games. Many of the mini-games are very fun, some of them aren't (as is the nature of mini-games). In the end it's a fun game, but I wasn't nearly as excited to go back and play again as I have been with the other Grubby Games. Think of it as Brain Age with pretty graphics, online high score tables and
goals to drive you forward, and you've got Brain Train.
System Mania

($19.95)
by Pi Eye Games
| 7.0 |
| COMBINED SCORE |

Michael Scarpelli: 7
System Mania is an odd bird indeed. This is a casual game made from the mold of many
that have come before it. The primary interface is just like Cake Mania or Betty's Beer
Bar or any other casual title of that ilk. However, that's where similarities end.
You're not trying to accomplish any task management solutions, or make more money by
selling houses… you're trying to frantically hit as many buttons, spin as many wheels,
pull as many levers as you can.
You fix machines, and you fix them by performing whatever action the machine's problem
area (indicated by a red light) requires. There are a ton of actions and a ton of
power-ups to augment you play. What you get is a totally frantic, completely stressful
and fairly addicting departure from standard casual game format.
I was oddly mesmerized by this game and, short of its pretty unwieldy power-up
activation system, it's certainly worth a play. I warn you, though, it's pretty clear
that before long, you need to be a bit of a savant to keep up.
Pany Haritatos: 6
It's pretty obvious what demographic this game is trying to appeal to, but I'm not sure
if they exactly hit the mark. The game is fun and certainly a fresh idea, but it's
pretty frenetic, probably too much for the casual market. I couldn't play for too long
without needing to take a break as the action can get quite intense and I would get
physically tired. System Mania also gets a little too hard a little too quickly, and the
protagonist's creepy smile will haunt me for days. As a whole though, it is a fresh idea
with a solid execution.
Russ Carroll: 8
What
happens to an Indie developer after the general public ignores their
great games? Well often they end up making a casual game to
appeal to the general public, but because they value individuality,
they make something that is totally unique and complete different than
other casual games. (and they still get ignored?)
System Mania is just such a game. After releasing
2 FANTASTIC
games last year, Pi Eye has created a wonderfully unique casual
game that is a blast to play. The game has players clicking,
spinning, pulling and moving at an intense pace that left me with a
really strong zen-like sensation. The story gets a little old
and repetitive, and the play is really best in 30-60 minute sittings,
but beyond that there are few flaws. It's a perfect example of
creativity in casual, something that we don't get enough of.
Gumboy Tournament

($19.99)
by Cinemax
| 6.0 |
| COMBINED SCORE |
Michael Scarpelli: 6
Gumboy Tournament is a strange beast. Almost as strange as the original, which is a
title I had the privilege of
reviewing for GameTunnel. Whereas Gumboy Crazy Adventures
was a beautiful and highly esoteric (read: super weird) platformer, the only way I can
think of describing playing Gumboy Tournament is that it's like listening to the latest
CD from your favorite indie band and realizing they've sold out.
This is Gumboy Crazy Adventures lite, in all facets. The gameplay isn't as involving,
the experience isn't as quirky and mysterious, and there's not much highlight given to
the enchanting visuals that made the first game what it was.
However, Gumboy IS kinda fun… but only in as much as playing against bots are fun. The
multiplayer servers for the game were totally empty when I checked it out. There are
four games: collect items for points, a race, capture the flag and a sort of king of the
hill style game of tag. Of these, the tag game is easily the most fun, with a frantic
chase to collide with and then avoid colliding with your opponents, something that's
pretty much impossible to do on the maps provided.
So, if you've got a few buddies around and down for some quick and furious mini-gaming
without much depth, Gumboy Tournament is perfect. But for anyone else, it just seems
anemic.
Pany Haritatos: 4
I was sorely disappointed by Gumboy Tournament. The graphics are good, the audio decent
(the voice does get annoying after awhile), but the gameplay doesn't have much to offer.
The game is obviously meant to be played as a multiplayer game, but it really didn't
have enough spice to make it worth playing. It's just not really any fun. The keyboard
controls are fantastically bad, but luckily you can use the mouse which has a decent
implementation. The game gets laggy at times, even in singleplayer, which struck me as
odd given that the game doesn't really have that many things going on. Even if the game
was free, I would doubt that it would gather enough of a community to give it any sort
of longevity. Unless you are a die hard Gumboy fan, there's not much here for you to
bite into.
Russ Carroll: 8
The follow-up to the
GameTunnel 2006 Game of the Year, Gumboy Tournament had
a positive opinion from me before I ever turned it on. For better and
unfortunately, mostly worse, the game is nothing like the original Gumboy . Gone are the
awesome quirky plat-forming levels, and in their place are a bunch of multiplayer
games. You can play same console (computer) or online with up to 9 players in a single match broken into multiple teams.
Unfortunately the online servers are barren, and even playing against the bots
I found the speed so slow as to make the online play quite
un-enjoyable. [editor's note: Cinemax has stated they are bringing
more US servers online to fix the lag issue]
However, I really dug playing with the simplified game controls that
added much easier to use directional control to the spinning control from the original game.
Like the first Gumboy, tournament is absolutely beautiful with multi-layered foreground and background graphics that are
stunning in motion. In the end, I liked it and played it for
several hours, but I really miss the bizarre story and goals of the original.
Empire of the Gods

($19.95)
by Lonely Troops
| 5.3 |
| COMBINED SCORE |
Michael Scarpelli: 5
Yeah… I've tried to be enthusiastic about Empire of the Gods, but it's just not a game
that promotes excitement. It's about as boring as you can make a computer game. This is
not to say the game's not well made. It has a significant amount of polish on it. The
game works like this. There are four categories: faith, power, life and gold. You need
to hit certain point totals in these categories to pass the level. You get these points
by playing cards… each of which will take one point from a category and apply two to
another category. Got it? You're basically shuffling points around the board and a very
legit and frequently used tactic to get ahead is to literally play cards like this: one
from life, one from power, life, power, life, power, life, power, life, power, etc. Fun
to read? Not really. Fun to play? Well, it's basically the same as reading it. There are
bonus cards that you need to wiggle in to be successful in the end, but they really just
tweak the same basic idea of trading points in order to reach a total within a certain
number of turns. There's a certain fascination the game has, but it faded for me when I
realized that what I saw really was all I got.
Pany Haritatos: 5
Empire of the Gods isn't a very good game, but I could not stop playing it. It started
off as some sort of masochistic curiosity about the game's design. The unique but
seemingly arbitrary game rules seemed hastily thrown together. Who would think of a game
like this? Better yet, who would think it could be fun? I could tell that it wasn't any
fun after 10 minutes of play time. The thing is that 10 minutes turned into 30 minutes,
and then 2 hours, and then 4 hours. Straight. For some bizarre reason I could not tear
myself away from this game, even though I wasn't having any fun. It would be difficult
to recommend this game to anyone, but who knows; maybe it'll catch you with its strange
hypnotic allure too.
Russ Carroll: 6
Something of a card game made for the casual audience, however, despite the bright colors, Empire of the Gods isn't casual. It takes a couple of plays (and usually
several failures) before you start to understand how to use your cards to meet the level goal. Each basic card will take 1 element and give you 2 of another element. The goal is to reach a certain level on 1 or more elements to complete the level. Additional special cards are available for each of the 4 elements. As well there are special cards connected to your fame. Fame can also be used
like experience points to improve your starting state. Sound complicated? It isn't really too complicated, but the strategy used to win will find players failing often
once they reach the third round unless you've been applying your fame
points as you've gone. It's very polished and interesting, but was a touch frustrating for my blood.
Sixty Five Million And One BC

($20.00)
by Bouncing Fox Productions
| 4.7 |
| COMBINED SCORE |
Michael Scarpelli: 4
Okay, this is going to be the heartbreaker review for me, I'll tell you that right now.
65M+1BC, as it will be known in shorthand, has many, many things going for it, but it
just falls short and became something I just couldn't bring myself to keep playing. This
is a tongue-in-cheek platformer where you take on the role of a velociraptor trying to
prevent a meteor from striking Earth and wiping out dinosaur-kind. Talking, wise-ass
raptors using advanced machine technology to save the Earth all the while battling
old-school style enemies? What's not to like about this? Sadly, the control scheme. The
game really only uses a couple of buttons. There are the arrow keys to move and jump and
then the control key and spacebar key to perform particular actions. By combining the
order in which these keys are pressed, you get a pretty large variety of actions to
choose from. There are so many varietals on that one scheme that it's pretty hugely
frustrating to keep track of what you're trying to do when you're trying to do it. This
is especially true with the jump. Hitting up and left is a high jump, hitting left and
up is a leaping attack. The times when you want one and NOT the other are as frequent as
the mix-ups. Toss on top of this the fact that the first boss hit a glitch each time I
fought it that prevented me from defeating it, and you have a game that's pretty hard to
recommend.
Pany Haritatos: 5
Squandered potential! This game has so much going for it! It has decent graphics, an
interesting story, great audio, excellent writing, and was obviously crafted with love
and great attention to detail. Why the low score? The gameplay! The controls are
frustrating and needlessly complex. Navigation and combat are both equally painful. At
critical moments I found myself just button mashing hoping to wall jump at the right
time, or by chance strike an enemy with the right limb. I had to quit when a particular
level design choice, coupled with the controls, completely decimated my desire to see
more of the game. It is really sad to see so much potential gone to waste.
Russ Carroll: 5
Sixty Five Million and One BC is a fantastic game mared by frustrating controls. Not unlike last year's fun
Cave Days, 65M+1BC is set in the time of the dinosaurs. Also similar to that game is the game's campy
humor, which you get a taste of right off the bat as you discover another dinosaur with a HUD...and you then go through a series of tutorial training exercises with him so that he'll give you the HUD. You take the HUD with a Zelda-like pose and
receive rightful mocking from the dinosaur. Unfortunately, I wasn't able to enjoy
much of the humor, as I quickly found the controls to be very
difficult to use. Though there are only two keys, they are linked with
movement for a wide range of actions in addition to being situation
specific. This leads to tremendous imprecision in game play, but the game requires a lot of precise movements
to survive. The combination is frustration, and it greatly takes away from the experience.
ZoX Universe - Space Arena 2

($19.95)
by Paralela
| 4.3 |
| COMBINED SCORE |
Michael Scarpelli: 5
Hmmm. Zox Arena. Hmmmmmmmm… yeah. It just didn't get there.
Zox is a cute title, with adorable little squat aliens hobbling around the screen
kicking bombs at one another. It's basically a 3-D Bomberman created by added a generous
dash of suck. You don't move very fast, the levels are all crowded with indestructible
boxes that just seem to clutter the space, your "kick" action that supposed to help you
evade thrown bombs is worthless… should I continue? Fine, I will. It's hard to pinpoint
where you attacks will go, there aren't very many power-ups (one of which I kept getting
and never once figured out what it did) and the most fun thing about it (the random
weapons like bats and rocket launchers) don't show up too often.
The game looks awesome, but it plays like it was programmed to hate me. Everything feels
kind of arbitrary. Taking down enemies isn't skill, it's luck. Surviving just means
being on the opposite side of the board from a bad guy and hoping they don't get a bomb
strength power-up because your stubby little ass can't kick that thing away and your
life DOES depend on it.
Pany Haritatos: 2
It would seem the developer was shooting for a non-grid based Bomberman experience. The
graphics are cute, but this is all the game really has going for it. The bomb tossing
mechanic felt random enough that I never really had any idea where my bomb would land
when I fired it. The AI was not compelling at all. The only thing it did consistently
was commit suicide. The best strategy for finishing a level as quickly as possible was
to drop a bomb as soon as you spawned and hope you killed all the AIs immediately
(because you all start together in a clump). The game has almost no strategy and is just
no fun at all.
Russ Carroll: 6
Zox was really a cool surprise for me. I'm a big fan of Bomberman, but I've hated
all the bomberman clones that have come out over the years and have continually decried the focus on single-player campaigns. Zox
made itself interesting by changing the formula in a good way.
You still throw bombs and try to run around the corner, the difference is that all the blocks on the screen also respond to bombs, meaning that your hiding place can be moved by both you and your bombs. That really opens things up and makes for a fantastic addition to the Bomberman gameplay (I hope Hudson is taking notes!). There are some fun additional weapons to spice things up, but the game falls short in the polish area. It lacks continues, the controls take some getting used to, and the game play has a slow and sluggish feeling to it, which all take away from a great idea.
If better executed, Zox would be unstoppable.
|
Alex Gordon Dangerous High School Girls in Trouble! Galactic Justice |
Obulis Puzzle Hero Stardrone Supernova 2: Spacewar |
Virtual Villagers - The Secret City Warbands - Rise of Baron Muntu Xeno Sola: Tile Placement Game |
The
Illustrious Panel:
Michael
Scarpelli
Michael Scarpelli is, much to his shock, approaching the realm
of web legitimacy. He has been a writer for both GameTunnel and
Inside Mac Games (equal
love to Mac and PC, indie and AAA) for a couple of years now. On top
of that, he has also been behind the writing on
Gamedozer.com and some of the
game that have come out of that fine web establishment.
Pany
Haritatos
Panayoti Haritatos spends too much of his life thinking about games.
He enjoys game development, particularly Flash games, and recently
started gamepoetry.com as a
blog focused on that topic. You can find out more about his Flash
development company at
urbansquall.com.
Russ Carroll - Game Tunnel
Game Tunnel's Editor-In-Chief, Russell founded GT in 2002 as the
first website dedicated to reviews of Independent
Video Games, and he's been actively reviewing Indie games ever since. In addition to running Game Tunnel he currently
works as a Game Producer for Reflexive Entertainment.
|
Scoring Scale: |
||||||||||
|
| Game of the Month | ||
![]() |
Everyday Shooter |
![]() |
| Award Winners This Month: | ||
![]() Average score of 9+ |
![]() Average score of 8+ |
![]() Average score of 7+ |
|
Everyday Shooter |
Droid Assault Penny Arcade Adventures: On The Rain-Slick Precipice of Darkness |
Larva Mortus The Amazing Brain Train System Mania |
By: The Illustrious Panel
Posted: Monday June 23, 2008











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