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January's Top 10 Downloadable Games
(by
The Illustrious Panel - TIP) |
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January starts the year
off with not one, not two, but three Gold Award winners!
Independent, Casual, and Downloadable games seem to be getting better all the time, and this
month's round-up starts the new year off right with PopCap's RPG
meets word game Bookworm Adventures, Cryptic Sea's explosive puzzler
Blast Miner and the return of
Grubby Games ever popular Professor Fizzwizzle in FizzBall.
It's 10 games you may not have heard about...but should definitely
check out. |
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#
10 |
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Sanctuary

($9.95)
by Nate Bradley Games
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Mike Hommel: NS
Too many technical issues to score.
Brian Clair: 5
I have to say that I was pleasantly surprised by Sanctuary at first. In the game, you control a “hero” who's initial goal is to kill the head of a multi-national corporation. You see, in Sanctuary's world guns have been banned in the U.S., but one of the leading supporters of the ban has his own agenda – to take over the country using his own secret army equipped with firearms. The action here is 2D and takes place from a top-down perspective, with the storyline being driven by interspersed rendered 3D movies. I found the controls here a bit loose (i.e., they didn't respond quite as crisply as I wanted), but that's rather minor. The FMV sequences are nice, but only if you play the game fullscreen. In a window, the movies are only about 320x240 in size which makes it nearly impossible to read the text relaying the story. What limited my enjoyment most of Sanctuary is a severe save game bug that prevented successful saves past the early stages. I could still play on, but if I quit the game, I would always find that my progress and not been saved from either autosaves or manual saves.
William Usher: 6
Story-driven shooters aren't a dime a dozen trend. Heck, mainstream shooters are over-hyped
when they contain a few lines of dialogue that actually make sense. So when Sanctuary came along with a
story that definitely didn't disappoint, I was a little irked to find that the controls were far less
esteeming. A cool weapon selection, a nifty melee feature and an easy point and shoot scheme seemed like it
should work, right? But there were times when the action became overwrought with too many buttons and an
over-clunky layout. It didn't stop the game from being playable. But it did cramp the cool factor when it
was time to switch weapons or stop and reload every few seconds.
Russ Carroll: 7
The real winner here is the quirky story that has cut scenes that I really enjoyed. For whatever reason the
story was reminiscent of Final Fantasy games of years past. The in game action takes some getting used to
with guns that rarely hit their target forcing me to do hand to hand combat most of the time. The good news
is that the hand to hand combat is pretty rewarding even though the repetitive level design (kill several
waves of bad guys so the door will open) left me somewhat dis-interested. Still, I had a hard time putting
it down because I enjoyed the cut scenes and story so much. A couple of the weapons, like the Gavine and
Telekinesis Glove were also cool. Think NES Metal Gear mixed with Final Fantasy and you've pinned the game
pretty well.
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# 8
(tie) |
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Axle-B

($15.95)
by Axlebox
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Mike Hommel: 6
Can't go a month without Breakout (okay, 2 breakouts)! This one does have a
large share of unique ideas, but it still comes down to the same old thing
at the end - batting that ball around over and over, often at giant killer
butterflies. The biggest problem I had here (besides understanding it, with
a distinct lack of documentation and some really weird stuff) was that I'd
lose sight of the ball almost constantly. I'm not even sure why, I'm just
noting that it happened. A lot.
John Bardinelli: 5
Hi, my name's John and I don't like Breakout clones. Unfortunately for
Axle+B that's what it happens to be, so it had an uphill battle right
from the start. While the game does add some interesting elements to
the way-too-familiar formula, it's still just ball bouncing and paddle
shuffling. Personal feelings aside, I did enjoy the art direction in
the game, and the quest builder was an interesting inclusion, though a
bit confusing to use at first.
William Usher: 9
Axel-B: I never thought a Breakout game could be more action packed and fast-paced than the average
action game. That's exactly how it is in Axel-B; mixing RPG elements and lore within a Breakout shell made
this the strangest perfect blend for fun. Defeating bosses while trying to keep the ball in play proved to
be very challenging and a welcomed form of innovation.
This is all topped off with one of the best soundtracks in an indie game this year. Honestly, Axel-B almost
did everything right.
Russ Carroll: 5
Axle-B takes Breakout and mixes it with RPG, creating a very unique mixture that is different than any other
breakout I've played (and I've played a few). The real issue here isn't the game's concept or even the
concept's execution. No, where this game runs into trouble is in the basic breakout gameplay. The game is much
harder to play than it should be as the level design and sometimes odd feeling physics put the player into
impossible spots far too often.
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# 8
(tie) |
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Tilelander

($15.95)
by Ludimate
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Mike Hommel: 8
I love the looks of this game a lot. Luckily, it is also pretty cool to
play. I'm a Qix fan, and this is an interesting take on that. It's much
more freeform than any Qix clone, and has you dealing with many different
types of threats as a result. Much like in real-time strategy games that
let you give orders while paused, I found the ability to stop the enemies
(by not moving) an important strategic element I employed often. It gets
hard quickly, and is more punishing than I'd like (lose 3 lives and go back
10 levels!), but it's fun and interesting.
John Bardinelli: 5
This game whacks you over the head with difficult stages and forces you to
make do with imprecise controls. It's a shame, really, because it's an
interesting idea and I really, really wanted to like it. You pilot a
little plus sign trying to draw lines around enemies on the screen. You
can use the keyboard, mouse or joystick to move, but none of them feel
like they're working quite right. As Ludimate advertises, you can adopt a
number of different playing styles when trying to tackle the game's
levels, but in the end you'll still get frustrated fairly quickly with the
difficulty level.
William Usher: 5
Maybe it's just me, but I found this game to be way too easy to be as hard as it was. At
first I died a lot because seemed that the game had some hidden complexity; I thought maybe the game's
concept wasn't really that simplistic. Moving the line around like a classic Snake game could have been fun,
but there was something terribly annoying about the difficulty of the stages. Maybe it was the fact that it
was a simple gameplay concept with very hard stages. While that works well for some games, it just didn't
come off as well with Tilelander.
Russ Carroll: 7
A game that is unique and different, which may unfortunately mean it is overlooked. The game plays a bit
like Qix, but instead of carefully timing when to create a horizontal or vertical line, players can move
their bit any direction they want, crossing over their own lines, as they try to encircle enemies and clear
the board. The biggest failing of the game certainly isn't the inventive levels, they're a joy to look at.
Unfortunately, they aren't all a joy to play, and the game's difficulty ramps up at a very steep rate that
will keep those casually interested in the game from playing very far in.
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# 7 |
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Bloodmasters

(freeware)
by CodeImp
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Mike Hommel: 6
The ping I had with the only populated server I could find was so bad that
the game was unplayable for me, so let me try to get around that experience
and judge fairly. Basic FPS gameplay. That gameplay works better done in
first-person, without a doubt, but this is fine too. It is however very
basic, very hardcore (jumps straight to a server browser and that's that -
hope you know how to play!), and like most online indie games, suffers from
an absolute dearth of players. I have a feeling it's a lot more fun if you
can fire in the same second that you pull the trigger, so take my score with
a grain of salt.
Brian Clair: 7
If you've had a bad day at work or just need to let out some stress, Bloodmasters is probably for you. This free game is a top-down 3D multiplayer shooter, complete with multiple lethal weapons and power-ups. The level design isn't too shabby and there are some nice lighting effects, though, the levels I saw were pretty dark and drab. Bloodmasters actually has quite a few free servers setup around the world, but I had a lot of trouble finding other players on any of them. Lag can also be problematic, but if you can find others online, this game is worth playing.
William Usher: 7
Now here's a game that sounds different from what it actually is. Lots of gib and tons
of gunfire didn't quite pan out the way I thought it would. Don't get me wrong, the multiplayer action is
fast, fun and sometimes a little overwhelming. But none of it really had me going “Wow”. It was more like
Quake meets the older, tired cousin of Alien Shooter. Bigger stages with more depth and maybe a few extra
corridors would have evened out the gameplay. Still, the game had a nice visual appeal, innovative weapons
and a solid multiplayer experience that kept this title a little above par.
Russ Carroll: 7
Take a game like
RIP, tear out the vehicles, make it free and online only and you have Bloodmasters. I
really enjoyed the variety of weapons in the game, but the feeling of playing as a team in team games was
really weak due to the weapons wiping out players too quickly. The everyone against everyone mode was
certainly a bit more fun, though again there are some balancing issues that keep the game from really
working for me. It's a blast-a-thon bloodbath that is certainly worth its price (a lengthy download or two)
and will probably appeal to anyone looking for good cheap fun, but it doesn't really get past that.
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#
6 |
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Galcon

($19.95)
by Imitation Pickles

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Mike Hommel: 8
Ah, strategy, the cruel mistress. I am bad at strategy. But it's fun to
try in this game. Gameplay-wise, I have no complaints. It's exactly as it
should be, and really for my money is what Pax Galaxia should have been.
The only downside here is that there is nothing else to the game. There are
a variety of scenarios you can play against the computer, and they're kind
of interesting, but they do get old, and there is no 'story' mode taking you
through them or anything like that. What you see is what you get - whether
it's against the computer or humans, it's a very good game, but very
straightforward and simple. I'm left wanting more - more choices to make,
more content to appreciate.
And by the way, here you go Phil: 10.
Brian Clair: 6
In Galcon players are pitted against one or more AI opponents to determine control of the map. The game is presented in retro 2D graphics, so there's no blood or gore here, just triangular ship sprites that you use to conquer other planets. Essentially GalCon is a numbers game. Each planet can produce ships at a specific rate of speed. You then take those ships and launch them against your opponent's worlds to conquer them. For every one of your ships that hits a world, one of their ships is destroyed and vice versa. When all the enemy ships are gone, the planet is yours. Even though there are many difficulty levels and map types, I found that most of the challenge comes from the fact that the computer can react far, far faster than you can.
William Usher: 7
For some reason I kept thinking that Bizarre Creation's Geometry Wars and Introversion's
Defcon got together and made an offspring in the form of Phil Hassey's Galcon. Simple graphics and a
single audio track made this a bare-bones aesthetic experience. However, the gameplay and fast-paced
clicking action kept me totally engrossed while playing. The gameplay is completely solid and offers players
a right mix of frantic strategy and a sort of tic-tac-toe nostalgia. My only real complaint about this game
is the lack of a real campaign mode. But it least redeemed itself with a simple multiplayer mode.
Russ Carroll: 7
I really struggled to score Galcon. The game has a very attractive nature to it in the way its simplicity
allows for a tremendous amount of complexity. Initially, I was scoring it in the 8-9 range. However, after
several hours, I came to the conclusion that while simplicity is a good thing,
lack of depth isn't. There
isn't much to the play experience beyond trying to pass the same 15 missions at different
difficulty levels (levels which just become increasingly frustrating). There's a god 3-5 hours of play here
and more if you can get into some network games (which I suppose puts the game on par with Gears of War),
but it felt like a piece of a game than it did a full game. However, that piece is definitely one of those
simple concepts that I can see many people getting addicted to for hours on end.
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# 4
(tie) |
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Wu Hing: The Five Elements

($19.99)
by Kudos Games

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Mike Hommel: 7
A solid and, as far as I know, original board game. There's a lot of
strategy to it, although I wonder just how heavily luck plays in with only a
3-tile hand. I encountered some problems when playing, like a game that
wouldn't end (the computer was out of tiles but didn't know it). Much like Galcon, this is a game that has good gameplay, but is lacking in reasons to
play it - no single player campaign of any kind, and in this case, no online
multiplayer either. I feel a little bad rating against such a thing, as I
would surely rate an actual board game of this highly, but expectations for
a PC game are different. I need metagame!
Brian Clair: 8
Wu-Hing is a computerized adaptation of a Chinese tile game which portrays the creation and destruction of the ancient elements. By placing various tiles adjacent to one another on the playing board, you're able to gain points by creating new elements or destroying your opponent's elements. Wu-Hing's presentation is very nice and polished, with decent special effects for when you create or destroy an element. If you're into more cerebral puzzle games, give this one a try.
William Usher: 7
I think this was the first game I've played that took more than an hour to
catch onto the learning curve. But at the same time Wu Hing had my attention the entire time. It's not an
easy game to understand, but it has a certain quality appeal about it that makes it so darn fun to play.
Even when I didn't understand what I was doing. It was like Reversi on steroids and dipped in ancient
Chinese themes. It's as cool as it is hard, and for that I can't say it's the best game on this list, but
it's definitely not the worse.
Russ Carroll: 7
A nice strategy game that reminds be just a touch of
Samurai (must be the theme). The game has a bit too much luck involved for my tastes. Certainly it isn't all just 'luck of the draw,' but I prefer games that have a bit more focus on how I play. The Solitaire included in the game I think exemplifies the
problem. Clearing the board has much more to do with your random layout and the cards available than it does your actual strategy. Playing a player who may beat you only because they got cards that you couldn't possible beat isn't fun in any game and it happened a bit too often in this one for me to really get into it. However, for the strategy fan looking for a game that has decidedly distinct rules and a unique flavor, it is worth checking out the demo.
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# 4
(tie) |
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RIP 3: The Last Hero

($19.95)
by White Elephant

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Mike Hommel: 7
Well, it's definitely more of the same. But this same has never been bad,
so it's good. But it's getting a little tired. It's fun and it keeps
things going, and the bosses this time have a fair bit of variety. The
ability to hold 3 weapons is nice, although there seems to be some rule
about which slot each weapon goes in that isn't entire clear (light, medium,
and heavy weapons?). I found myself getting kind of bored with this RIP
when I wouldn't have before. It's better than any of the previous ones, I
would say, and absolutely a good game, but the whole formula is getting worn
out.
John Bardinelli: 7
A
balanced and surprisingly interesting shooter with lots of RPG and
adventure elements. RIP 3 takes place in a series of rounds where your
goal is, of course, to kill everything in sight. Gaining experience
points and upgrading skills kept me interested a lot longer than I
expected, but most of the rounds went on too long for my own comfort.
The number of weapons and strategies at your disposal is good, though,
and the game progresses nicely if you stick with it.
William Usher: 7
Rest in Peace 3 is very much like its first two predecessors. The only difference is that there's
three new characters; the level-up system has more branching options; and the most important new feature is
the hotseat mode for two-players. New characters, skills and weapons give the game some extra beef to its
content, as well. But the new additions aren't really a huge leap from its last iteration. Thankfully the
action is still solid and there's actually a progressive story that aims to go somewhere. That's not to
mention that the multiplayer cooperative mode adds extra fun-factors to an otherwise generic top-down
shooter
Russ Carroll: 8
The RIP series is getting better with every game in my
personal estimation. The wide variety of characters with
vehicles and weapons that get cooler with each new game should not be missed. Though I thought it would be
hard to beat the double Uzi bearing death of the last game, but the first tank you reach in this game tops it.
The addition of Hot Seat is a nice little add-on, but most players won't spend much time outside the core of
the game. RIP 3 is as good an overhead blast-a-thon with vehicles as I've played.
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# 2
(tie) |
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Bookworm Adventures

($19.95)
by PopCap Games

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Mike Hommel: 9
Awesome. Needs genuine adventuring with random battles and things to find
and all, rather than a fixed progression, but even as it is, it's hard to
find a better word game. The mini-games are really great. I have no
negative remarks. This would be a 10 if it wasn't linear - I won't knock
this in my usual way as much as usual, though, because if you die, you keep
your experience. So there is value in leveling up - if you can't
succeed, you can retry until you do, and you'll be stronger every time.
Plus you get to replay mini-games for more goodies to help you!
John Bardinelli: 9
Talk about addictive! I was really surprised how good this game turned out
to be. It works a lot like your typical word game but with an
adventure-like quest tacked on. You play the pudgy green worm Lex who must
defeat foe after foe to rescue a princess trapped inside a book. Use
letter tiles to spell words and attack enemies, the longer the word the
more damage you do. As the game progresses (expect 6 to 8 hours in all)
more features are added, such as potions, gems, artifacts and word
categories, all of which force you to dig deep into your brain for words
you never thought you knew. Everything is added at a nice pace that never
overwhelms you, it just makes you want to keep playing. And playing. And
playing. The visuals look a little dated in some places, but honestly I
was having way too much fun to care.
William Usher: 7
Hesiod, Homer and Thales have nothing on Lex, the protagonist of Bookworm
Adventures. This surprisingly addictive spelling-RPG sets a new tone for edutainment word games. Some of the
words, though, were a little too base and there weren't enough incentives for combos and rarely used words.
Bookworm Adventures at least followed through with a lot of entertaining presentation qualities. Young kids
and parents trying to teach kids how to spell, will definitely get a kick out of this title. However, even
with the mini-games, there just wasn't enough to appeal to anyone over the age of 6 or 7.
Russ Carroll: 8
Clearly one of the best word-games ever made. The mix with RPG (ala
Dungeon Scroll, but without the ability
to type on the keyboard) makes the game appeal to a wide range of fans, and the game's tremendous sense of
humor will keep players in stitches. It is as well a polished a game as PopCap ever did make, but something
I couldn't quite put my finger on was lacking for me. While the game has beautiful graphics and
well-thought out game play, it isn't quite as compelling as it should be. I would personally place it below
the afore mentioned
Dungeon Scroll as well as my personal favorite word game
Thomas and the Magical Words.
Still, one of the best word-games ever is a good place to be and Bookworm Adventures is a memorable game
that every gamer should definitely check out.
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# 2
(tie) |
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Blast Miner

($19.95)
by Cryptic Sea

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Mike Hommel: 7
What I believe to be the main mode (mainly from prerelease hype) in this
game - the 'Tetris' type of play - is absolutely terrible. It's the very
antithesis of entertainment. On the other hand, the puzzle mode is really
cool. It's another of those PuffBomb type games, but the tile-based nature
of it simplifies the interface a lot, and it's really fun to try to build
setups that will do the job. That game is an 8, the Tetris game is a 1. I
average that out to a 7 since I don't have to play the arcade mode, but its
very existence offends me.
John Bardinelli: 8
Blowing up
spongy dirt is fun! It's sort of a reverse Tetris with
explosions and bouncy physics, which is you ask me is pretty darn
entertaining. Instead of building up structures to complete lines, all you
have to do in Blast Miner is put TNT with some gas and cause a spark,
usually by smashing stone blocks into it. Ka-boom. The game doesn't take
place on a rigid grid system and is very fluid, even with a gamepad. The
traditional arcade mode feels a little thin and pointless, but puzzle mode
is stuffed with gaming goodness. By placing materials on the screen you
must figure out how to move the block of gold to the exit, which is
tougher than it sounds. Even if you finish the main modes, blowing up
things is always entertaining.
William Usher: 10
The slogan “Welcome to minin' country...you'll never want to leave” is all too true in
Blast Miner. The beta, the demo and the full version were a blast to play – pun intended. A versus mode, an
arcade mode and the puzzle mode proved to be just enough to effortlessly zap away hours in a day. The puzzle
mode was especially fun and even became a bit of a hotseat party game. There isn't much I could find wrong
with this game, and the physics puzzles made everything entirely replayable. I'm thinking this game deserves
a perfect score. Heck, I'm giving it a perfect score
Russ Carroll: 8
Blast Miner is an interesting mix of two game modes, one of which is pretty 'meh' and another that is an
absolute blast to play. The first mode, a single/multiplayer arcade puzzle game along the lines of Tetris, but
with physics and explosions requires too much careful effort in playing for it to be an exciting and fun
game. The other mode, which plays more like the hit
Bridge Construction Set than a casual game, is so much
fun it makes you wonder why there are two game modes. The later mode involves carefully using resources to
cause explosions that carry gold pieces through a specified exit area. Placing gas and TNT in the right
spots to create chain reaction explosions all over the board is really too much fun to be missed. As much
fun as Armadillo Run and
BCS are, they have nothing over making big
physics-based explosions to accomplish
your goal.
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#
1 |
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Fizzball

($19.95)
by Grubby Games


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Mike Hommel: 9
Hey, it's what I wanted! A breakout game that actually does something new!
I won't say what it's a cross between, because the other round-uppers will.
Also, at long last, somebody has borrowed the Gravitron from
Breakquest!
Only it's in reverse, in the form of fans. This is a great feature that
lets you extend combos by blowing the ball away and keeping it from hitting
your paddle. The layouts being real scenes rather than a bunch of bricks is
great too. Also tons of content and fun awards to win. What more can you
want?
Brian Clair: 8
FizzBall is an interesting hybrid of genres, combining arkanoid with aspects of the hit console game, Katamari Damacy. Players take control of an animal-loving scientist who is traveling between a group of islands trying to save groups of starving animals. For reasons that become apparent as you play, all the humans living on the islands have vanished and so the animals have no one to feed them. Your job is to save the animals and make sure they stay alive by collecting enough money on each level to keep them fed in your animal sanctuary. As a twist, FizzBall keeps track of time even when you're not in the game, so your animals will continue to “eat” when you're not playing. I tested this and didn't really notice any drop in my food funds, so if this feature is actually present, you shouldn't have to worry about your critters dying overnight. In terms of gameplay, you use a bubble – the FizzBall – to break items on each level. Animals, money, and food are absorbed into the FizzBall, which is how you capture new creatures. As the FizzBall picks up more items, it grows larger (hence the reference to Katamari Damacy). So while you won't be able to absorb that horse initially, by the end of the level it won't be a problem. FizzBall is very polished in its presentation and the entire game is done very well. While FizzBall is aimed at the younger audience, casual players can certainly appreciate it too.
William Usher: 8
When you think of a great game, farm animals and Breakout gameplay probably aren't the first
thing that come to mind. But FizzBall is a unique blend of everything that makes video game paddle ball a
fun, invigorating experience. The cartoon visuals and family-friendly soundtrack aren't bad either. I admit
it gets boring after 20 or so stages, but it was a fun ride that's slightly better than some other games in
its category.
Russ Carroll: 9
You know what most people get really tired of in brick-breaking games? Bricks. Seriously! How many bricks
do you need to break before they are all broken for good? FizzBall solves the problem by not
requiring
players to break any bricks, while paying obvious homage to Katamari Damacy. Players capture animals in
their 'ball,' and clear the level when all the animals are 'saved.' Achievements are unlocked for a variety
of things, giving the game all kinds of challenge for more hardcore players. The ability for the game to
challenge different kinds of players from 2 year-olds to 80 year-olds is very commendable, and only adds to
what will likely be looked on as a hallmark game for years to come.
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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.
Russ Carroll - Game Tunnel
Game Tunnel's Editor-In-Chief, Russell founded the site in 2002 after
not being to find any websites dedicated to reviews of Independent
Video Games. In addition to running Game Tunnel he currently
works as the Director of Marketing for Reflexive Entertainment. |
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Scoring
Scale: |
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10 - Perfection |
5 - Below Average |
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9 - Nearly Flawless |
4 - Way Below Average |
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8 - Way Above Average |
3 - Quite Poor |
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7 - Above Average |
2 - Terrible |
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6 - Average |
1 - Just Unbelievably Bad |
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By: The Illustrious Panel Posted: Friday January 19, 2007
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