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September
2006 Indie Game Monthly Round-Up
(by
The Illustrious Panel - TIP) |
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This month's article looks at twelve indie titles
including Styrateg, a game that blends both Strategy and RPG, the
retro-styled beat-em-up Beats of Rage II, and Gumboy Crazy
Adventures, a game that reminds one of amazing Gish in both its
quality and extremely unique gameplay. |
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Bloniacs
(July 23)


($11.95)
by Graphioware
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Mike Hommel: 5
Why oh why does this game limit your ability to fast-forward? There's no
sense to that at all! It just means you get to sit there as your blobs
slowly file into the exit. Other than that travesty, what we have is an
average puzzle with a lot of trial and error, needless restrictions like a
life limit, and rules that just personally frustrated rather than
entertained me. You may differ.
Seth Robinson: 4
I'm reminded of Chu-Chu Rocket in this game. You place pieces to guide an
army of blobs. The available pieces change over time; I'm not sure if they
are just random or what. This could be good, but as they say, the devil is
in the details. A real puzzler is why in the world the "Speed up game"
button has limited uses. I mean, think about that for a second, there is
absolutely no way this makes the game easier, its only conceivable use is to
avoid the boring part of waiting for your blobs after everything is setup.
Majorly confusing and unpolished at the moment.
Brian Clair: 4
In Bloniacs the player must direct various balls to their like-colored exit on the game board. This
doesn't provide much gameplay depth, however, so there's also time pressure involved as the balls march their way
forward in a straight line. In order to affect the balls' direction, you need to place directional arrow discs on the
map itself, otherwise your balls fall off the map. If three balls go over the edge, you lose a life and need to start
over again (you start with three lives). Unfortunately, there's a rather large snag here in that the arrow discs seem
to be randomly generated, so there's no guarantee that he one you'll need to win will appear at all or in time to
help if it does. Too often the proper disc is missing from your list of choices and you're forced to lose a life
regardless of how simple the solution may be.
Russ Carroll: 6
An above average logic game that requires some quick reactions and isn't very forgiving. At first I was mystified as to why I had a limited number of speed-ups. It seemed to me that once I had things figured out I should have been able to just get everyone home quickly instead of waiting. Then I found out that using the speed only affects the blobs on the board
at the time it is used, making for one set of fast blobs and one set of slow bobs.
This creates a whole world of strategy and logic played challenges
that the player has some direct control over as you can choose how and
when to use the speedups (pretty cool though anti-intuitive). Still
there is some room for improvement, like on level 18 where putting the
'green' in the wrong place will leave you staring at the screen for
eternity as the game doesn't tell you that the level is no longer
possible!
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Meteor Mayhem
(July 26)


($14.99)
by Gnade Games
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Mike Hommel: 4
This seems to be the month of unpolished "programmer-interface" games (as
opposed to "programmer-art", which incidentally this game also has). The
style is all over the place here. The gameplay is for the most part just
boring, but like so much else this month, very original. You set up
barriers to protect your city, then you sit and wait as those barriers
slowly get whittled away. There's a jeep to drive around in the meantime,
but not much to do with that either. Practice levels, despite the name,
would offer a more entertaining game, except that they last 5 minutes each,
which is interminable!
Seth Robinson: 5
This game is centered on the idea of placing 'gadgets' like walls and
trampolines around a level to detour falling meteors from your city. In
theory I like this - in practice, I don't. There are a hundred small
problems; things that just don't work like you'd expect them to. Cycling
through with your mouse button to find the piece you want is unwieldy;
setting up their orientation in the heat of the battle is clumsy. That
wormy red thing doesn't look like a trampoline. Alt-Tab should work.
Escape should bring up a menu. There are a lot of neat ideas and variety
here, but it's hidden behind monotonously slow levels and poor technical
execution.
Brian Clair: 3
The basic premise of Meteor Mayhem is sound: block or redirect falling meteors from your cities.
Unfortunately there are a number of sore areas that ruined much of the experience for me. These ranged from the
incredibly tiny graphics that were hard to see, to the control scheme which was difficult to manage (short of using
hotkeys, everything is done with the right-mouse button to cycle structures), to the time pressure (giving the player
only 30 seconds to get setup just isn't enough).
Russ Carroll: 6
This is one of those games where you really like what they are trying to do. The game feels unique and different. It also feels like it could use a good deal more polish than it has. Meteor Mayhem has players using different obstacles to keep Meteors from hitting cities. There is a good amount of physics involved, though they feel a little off for some reason. For the most part you build different objects, such as platforms and cannons, to get the meteors to follow the path you have
chosen, making your best attempt to consider all possible paths. Fun and different, but missing a
bit in the execution area.
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Styrateg
(July 21)


($19.95)
by Rake In Grass

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Mike Hommel: 8
This is what indie games do well. Take a not-so-indie thing - turn-based
fantasy strategy battles in this case - and pare it down to a simple core,
and then make a rather short game of it. That's what we have here. The
leveling up is fun, the gear is fun, the rather small palette of spells and
skills is fun. There are some issues with the interface (clicking on towns
is hard, and it constantly resets which skill is active), but on the whole
it's a very good production that makes for a very fun and simple game.
Seth Robinson: 7
This is a sharp looking fantasy themed turn based strategy game that has you
moving around your 'heroes' and gaining levels to earn more action points.
It's not perfect; the GUI leaves out some important pieces of information
(show the AP cost, please!) and gameplay boils down to carefully watching
your turns-left count and leaving a map right before you lose to maximize
experience. I like it, it just feels like it could have used a few more
hours in the oven.
Brian Clair: 8
This release may have a strange name, but is surprisingly fun to play. Styrateg is a turn-based
fantasy RPG where the player controls several characters through a campaign to squash an unknown threat to the
kingdom. While this title is quite original and addictive, there are some pitfalls potential players will need to be
wary of. For starters, you only get so many turns to complete each mission, so you usually can't explore the entire
map. This can be pesky since if one of your characters dies, they're often gone forever. Resurrection scrolls are
very expensive, and since you always have a turn-limit over your head, you can't just hang out and hope to earn extra
gold (once you've left a mission area, the character is lost forever). Death hurts even more since you start out
customizing a character that you may then lose down the line. Factoring in some very well done music, Styrateg is
definitely worth a trial run and well worth the purchase price.
Russ Carroll: 6
This game is a Strategy/RPG hybrid much like Empires and Dungeons from last month, though currently E&D is the better game. While it certainly looks better than E&D and has a more gameplay as you work through each segment of the story plays out as a distinct map, it suffers from many bugs that make it near unplayable. I was initially getting into the game until glitches like units crossing the entire length of the board and other problems crept into the picture. The final straw was getting to my 'goal' only to be told I needed to collect 3 idols. Well, I already had the idols, so smartly, the game moved onto the dialog thanking for bringing the idols, and the idols were removed from my inventory. Then the city popped up with the dialog that I needed to get the 3 idols to go further. Only one problem there...since
you already took the idols I can't get them anymore! (c'mon people
don't script it so linearly) I wandered the board for another 30 minutes, just incase the idols had
re-appeared somewhere randomly on the board, but to no avail. It was the final bug for me! With bugs fixed it might be better than E&D.
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Gumboy Crazy Adventures
(July 21)


($19.95)
by CINEMAX


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Mike Hommel: 6
The innovation is present. The visuals are clearly some form of art (one I
don't like, but undeniably snazzy). But the gameplay is bad! There's the
issue of those artistic visuals - it's often hard to tell what is an
obstacle and what isn't. The biggest issue though is that you're really at
the mercy of the physics. I'd spend long minutes bouncing slightly closer
and closer to a tipping point to get over a ledge. Of course after all
those minutes, I fall too far or hit some spikes and POP, time to start the
level over! Last gameplay complaint: the power-ups are arbitrary, numerous,
and hard to remember.
Seth Robinson: n/s
Crashed after clicking play.
Russ Carroll: 10
One of the quirkiest and best put together games I've played in quite awhile. Though somewhat similar to Gish (in the way that LocoRoco is similar to Gish) this game has a bounty of inventive innovation from its visually impressive and original theme to its
'keep you on your toes' and constantly changing gameplay (just
remember to bring a joystick). I played through the many varied levels, each of which presents an individual challenge that kept me glued to the screen and mystified by just how well everything worked together (except for the
hours worth of tutorial levels, which sadly are a horrible experience). Playing this game made me remember, once again, why I love
Indies. Playing Gumboy is a singular experience that you won't find in boring mainstream gaming. That probably means most of mainstream won't 'get' this game, which is
truly unfortunate. Gumboy is quite possibly the best indie game I've played this year.
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Hack It!
(August 21)


($14.95)
by The Core Team
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Mike Hommel: 4
What a disappointment! First the name- "Hack-It". Ooh, will I be hacking
into cyberspace? Nope. Then the storyline. Ooh, will I be cutting wires
and dismantling components? Nope. Then the graphical style. I don't have
an ooh for that other than it looked like it would be a cool game. But no -
the truth: it's a sliding block puzzle. Not a single special trick to it,
just slide those blocks to make the 'picture'. I could pick up one of those
at the 99c store!
Seth Robinson: 5
Finally, a rocking soundtrack, cut-scene driven storyline, and 3D graphics
have come together to make. a sliding puzzle!! Yeah, you know, the kind
every RPG uses as a mini-game and you grudgingly click until it's solved?
Or the kind you can play for free, but most likely with more variations
(different sizes blocks, etc), on thousands of websites? This is polished
and great looking, but unless you're really, REALLY, into sliding puzzles
save your $15.
Brian Clair: n/s
I had to pass on this one. The camera spin the developer employs gave me motion sickness. As a word of
advice to all developers, camera spins should be used sparingly, if ever.
Russ Carroll: 6
You know those slide puzzles where you have 8 or 15 pieces set in rows of and you slide everything around until you have them in the right order to make a picture of a Gorilla or something? That is what this game is. Why someone made a game about those puzzles, and then tried to make it a hard-core game by claiming it was about hacking and adding a guitar-heavy soundtrack is just TOTALLY beyond me. The game does what it does perfectly, and it is way more fun than just simply sliding pieces around one of those puzzles. However, in the end, that's all it is, which leaves me wanting to play something else pretty quickly no matter how well done it is.
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Orbit Master
(July 27)


($19.95)
by 18 Giants
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Mike Hommel: 7
I would like to rate this lower, I think, for the lack of polish and the
overall presentation. But it gets stepped up a bit for being extremely
original, and in a fairly entertaining way. It feels like the levels
rapidly become too long, and you kind of end up just doing the same thing
over and over (I suppose that applies to all shooters too, but somehow that
feels different). Still, the thing you do is a new and interesting one, and
the gameplay remains pretty solid throughout.
Seth Robinson: 6
This entire game is built around the simple and fun mechanic of throwing a
laser-grapple around to navigate your ship. Ignore all the help text about
using your keyboard unless you like pain; the mouse control let's you choose
things instead of using the closest which is totally different. (If only I
hadn't missed that help text; I played without mouse until level 8!) This
is the kind of game that can get away with questionable art. My gripe is it
isn't especially compelling: no ship improvements, no power-ups, no combos,
no point system, no bonus for completion speed. Well worth a look.
Brian Clair: 7
I don't think I'll ever think of slingshots the same way again after playing OrbitMaster. Akin to
how NASA uses slingshot maneuvers to send spacecraft zipping through our solar system, OrbitMaster has taken that
dynamic and turned it into a game. The player controls a single, indestructible spaceship that can only move by using
slingshot maneuvers to zip around space. To accomplish this, you use a tractor beam to anchor your ship to a nearby
comet, and then gravity swings you in the direction you want to go. Of course, getting too near planets or the sun
will mess things up, for which an emergency booster kicks in to put some distance between your ship and the
troublemaker. It's a nifty gameplay dynamic and the storyline keeps you moving along between missions. The downside
is that each mission is too much alike: typically having you build space stations using material from nearby nebulas
or ferrying materials to planets in the system your in. That's not to say that every mission is the same, the
developer did toss in various changes as you progress, like anti-gravity and aliens, but I think there needs to be
more mission variety. Regardless, if you've been looking for something different, I'd recommend giving OrbitMaster a
try.
Russ Carroll: 7
One
of several games this month that felt like it was a really cool idea
that needs a bit more work on the presentation and some tightening of
the game play for the game to be as good as the idea is. Orbit
Master is definitely experimental and original in its game play.
I would have liked the feeling of tethering to a comet to have more
impact. It may be less realistic that way, but it seems like it
would be more fun if attaching to comets had a stronger and more
immediate affect on your ship, perhaps swinging it around like Wik.
The way it is set up currently is better for the patient, but when
added with the sub-par graphics, it left me just a bit under whelmed.
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Scrubbles
(June 20)


($19.99)
by Oberon Games

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Mike Hommel: 8
Hey, it's another polished match-3 clone! But this time it's a Bust-A-Move
clone, which is nice, since I haven't played those in a long time, and I am
a fan. This one is very good, incorporating occasionally actually-funny
humor (including a blatant rip of Carl from Aqua Teen Hunger Force) with
some innovative elements in the popping formula, including 'ball levels',
where the whole playfield rotates after each shot. The presence of bosses
is also very cool, and something I encourage. The only thing dropping this
from a 9 is that it's another match-3 clone.
Seth Robinson: 7
If you've been looking for another variation of Puzzle Bobble to play with,
you're in luck. This game exactly follows the "casual formula": Colorful,
cute, a story mode and endless mode, and a few new twists. The new bits are
a 'rotating board' mode and a 'boss battle'. The attention to detail is
very good; different pieces have their own idle animations and voice
effects. Solid entertainment that ramps up in difficulty pretty quick.
Brian Clair: 5
Scrubbles is quite simply a Bubble Bobble clone with a storyline slant towards teen/young adults (the
subject matter can be suggestive and curse words are bleeped out). The gameplay is pretty average – match 3 heads of
the same type to pop them - and so there's really nothing innovative to speak of. While things start off pretty
easy through the first 12 levels , the difficulty suddenly ramps up to be quite hard. I also have to mention that
the bottom half of the screen was partially cut off for me, which with the above, makes me think that Scubbles didn't
undergo enough playtesting. One last drawback is that the music is very repetitive in this release, which only adds
to the monotony.
Russ Carroll: 8
There have been hundreds of games like this in the past. So why is it that this one is so good? First off the sense of humor is excellent. It is burst out-loud funny. I love just hearing the 'Goth' girl say 'sureshot.' Secondly the game play is perfect. You can take it at your own pace and just get in and enjoy the game. An absolute gem of a puzzle game that probably won't sell well because it really needs a more mainstream audience for it to be really appreciated. Download this at work and I promise you'll be telling your friends about it.
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Project Xenoclone
(August 10)


($19.99)
by Oniric Games
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Mike Hommel: 6
This is a really nicely made, well-polished (especially the great
between-level PDA stuff)
Crimsonland-ish game. So why rate it so low? It's
incredibly un-fun. The developers made a concerted effort to suck all the
run-n-gun fun out of that game type. You have to fire the right color
weapon at the enemy, you have limited ammo, and the camera is a royal pain.
I can see the idea they had - to inject strategy and thought into
Crimsonland. Well, that's not a good idea. It's fun because it's mindless!
Seth Robinson: 7
This top view 3D shooter has you running around warehouses shooting
mysteriously colored aliens. The story and cut scenes keep things steadily
flowing and basic puzzles and bosses are introduced on a regular basis.
Each level is fairly small, but even so, I found myself wishing for an
in-game mapping system. It's a bit on the difficult side, but in a way I
liked having to sweat it out to pass a level now and then. The controls are
great, it feels good.
Brian Clair: 6
Project Xenoclone is a 3rd-person action game that pits you against regenerating hordes of
nasty creatures. The primary play dynamic is that the rampaging critters come in two colors – red and blue – and you
need to shoot them with the opposite colored energy to slay them (controlled by the left and right mouse buttons).
Honestly, I don't see what the point of this is other than the fact that without this, Project Xenoclone is just
another Alien Shooter. Don't get me wrong, the graphics are decent, the plot is good, etc. but there's just something
missing.
Russ Carroll: 7
Pretty cool play on the
Alien Shooter theme. Xenoclone isn't quite as action-oriented as that one, but it works to the favor of the
horror-feel of the game. Enemies come in two colors requiring that you blast them with the opposite color weapon (done simply with the two mouse buttons). The game has a nice survival feel to it and respectable graphics. The first level will leave you guessing
as you have a gun but can't actually kill anything (tip: run away!). After that it's hard not to get sucked into this one.
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Rage of Magic 2
(July 16)


($19.95)
by GameBrew
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Mike Hommel: 7
First up is the incomprehensible story (and how usually the levels you play
don't seem to relate to it!). Sheesh. But then the gameplay is pretty
good! It's your classic beat-em-up. It doesn't offer a whole lot of
variety in play, though. You level up, but you don't gain new moves or
change the old ones. Also, all 3 characters play virtually the same with
just variations in speed, range, and usefulness of the same moves. No big
surprises like a grappler or, say, somebody who can jump. I really had my
fingers crossed for Street Fighter style moves, but like with every
beat-em-up outside of Guardian Heroes, I was disappointed. Despite the
rant, it's not bad at all, and really brings back the arcade feel of Knights
Of The Round, Golden Axe, and all of those.
Seth Robinson: 5
Indie (and otherwise) side scrolling beat 'em ups are pretty scarce these
days so I'm happy to see this. It's got a lot of levels, decent gameplay
and some fun extras. Sadly, two player co-op most can't be used on the main
arcade game, only in the "arena battle" mode. This game attempts to run
full-screen at a minuscule resolution of 512X384, which my monitor couldn't
do, leaving me playing in a miniature window. Could be better all around.
Brian Clair: 6
I don't see many side-scrolling arcade fighters these days so Rage of Magic II is a nice entry.
The old-style arcade feel is captured perfectly with the low-color 2D sprites, stereo sound (might have even been
mono), and simple fighting mechanics. The storyline was a nice surprise for me as well, though some of the dialogue
is childish which I didn't think matched up well with the characters. If I had to make a singular criticism of Rage
of Magic II it would be that the difficulty is a touch on the hard side and that there aren't enough fighting moves.
I'd also like to be able to customize my characters' levels as they progress in order to add some depth to the
gameplay. Despite the above, I would recommend Rage of Magic II to fans of the genre.
Russ Carroll: 7
A very competent side-scrolling beat-em-up that feels very much like an advanced Super NES game (though not quite Neo-Geo quality). The fighting will leave your arms exhausted, though the cheesy storyline and cool characters that you get to play will keep you going. Kudos for allowing the enemies to pick up the power-ups as well as the good guys, it defintely adds a different twist to the game (and can often be your undoing). Anyone looking for a pixel perfect game that reminds of you the button mashing days of yore will be endlessly enthralled by this one.
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Boom! Boom! Driller!
(August 1)

(freeware)
by ass hat designs
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Mike Hommel: 6
There's some real unique stuff here, and some of it is very fun. The main
problem really comes in in the form of interface and accessibility. There
are a lot of tweaky issues with the interface, and a lot of information is
really hard to obtain or understand (especially a clear explanation of the
different bomb combos!). The idea is clever and the campaign works it in
well, with "different" tasks to do that fit in context. It's also very
frustrating to be unable to pause, undo, or even restart a level without
exiting it. So it's got the gameplay, I think, but it does all it can to
stop you from enjoying that gameplay.
Seth Robinson: 6
This freebie game has you blowing up landscape to complete various goals.
Kind of a single player scorched earth with different materials and more
interesting physics. I'll admit it - I'm confused by this game. The
problem is there is not a simple set of tools to use. The vague icons that
label your arsenal keep changing selection, position, and even functionality
(if I understand right) between levels. Context sensitive pop-up
information would have gone a long way here. Despite this, if you can get
over the learning curve this is really killer. Probably.
Brian Clair: 3
While the premise of Boom Boom Driller is easy enough to understand, I just didn't have much
fun with this game. Connecting two points using explosive charges just didn't work out for me, as they never seemed
to want to match up for some reason. It would have been very helpful if there were tooltips for the various types of
explosives too, since you only get presented with color coding. The graphics here are certainly nothing special but
get the job done. However, the music was a surprise – perhaps because it was so much better than the other production
elements.
Russ Carroll: 5
This game definitely has the right price. It's got some fun interaction with the ground and the sand and the bombs and all, but needs a good bit of polish and balancing before the game becomes fun. Players will likely find themselves frustrated with the difficulty before they are half way through the tutorial, and that is a bad thing. The explanation of the different bombs is non-existent, leaving players to figure it out as they go. That would be forgivable if the game was a bit more forgiving. Play consists of pressing the mouse button and then moving the mouse to create a long fuse. You let go of the mouse button to watch your bomb drop and go off at a depth determined by the fuse. Unfortunately, the bombs are so small in the grand scope of things that precision is nearly impossible as you launch each succeeding bomb. I REALLY liked the concept, but the execution just didn't work for me.
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The Tale of 3 Vikings
(August 12)


($19.50)
by Total Gameplay Studio
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Mike Hommel: 7
Despite some weirdness like no indicators of how much you can do in a given
turn (or even whether you've already fired, which can only be done once) and
other issues like the dialog written by Borat, this is a fun artillery game
with a great variety of weapons to use to keep it interesting. I personally
only enjoy it when I've got the tracers equipped, as the aiming is really
sensitive and a single missed shot will cost you big. But when I have them,
it's just fun! It is however rather poorly built as described above.
Seth Robinson: 7
Despite the complete lack of music, worst dialog since Zero Wing,
abbreviating "please" as "plz" and a myriad of other small sins, I gotta
say, this is a pretty interesting take on artillery-style battle. There is
no landscape destruction; you build rails to mobilize your main unit. The
weapon variety is a lot of fun, being able to access the store at any time
during the game (in later levels) provides interesting strategy. The
excellent in-game descriptions of the munitions (complete with small
diagrams showing usage - B!B!D! could learn a lesson here) take the
guesswork out of shooting your chickens from a cannon.
Brian Clair: 6
Three Vikings is an artillery game, where you control three characters whose goal is
to defeat hordes of Orcs and other nasty creatures. While the translation in this title is pretty rough, Three
Vikings does work well as a straightforward artillery shooter. There's also a nice variety of weapons, which I think
is crucial for this kind of release. I would suggest to the developers that they increase the font size of some of
the text in the opening comic, since some of it was too small to read.
Russ Carroll: n/s
I
did finally get it working after 4 hours of trying to get it to run on
several computers, but didn't get enough play time in to score it.
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Sea Bounty
(July 15)


($19.95)
by Alawar Games
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Mike Hommel: 6
There was this game a ways back, you probably never heard of it. It was
called Monopoly. And here it is again! Monopoly isn't fun, despite
anything your uncle who loves to cheat says, and neither is Sea Bounty,
because it is virtually unchanged. It's well-implemented, but if you're
looking for anything but Monopoly, look elsewhere.
Seth Robinson: 6
This is probably about as close to Monopoly as you can get without being hit
with a lawsuit. (They hope!) You create sets of properties, build hotels
"ships", land on chance, and roll doubles to get out of jail. The neatness
of having four game boards is countered by the complete lack of rule
configurability. Hot seat play of up to six players is included, which is
good, because the CPU players have no personality whatsoever. All in all it
does the job, no complaints, but I'd still rather be sitting down with the
board game.
Brian Clair: 5
Sea Bounty is a Monopoly-clone set in a seafaring world. This release is something of a mixed bag:
There are four maps to choose from and Sea Bounty manages to capture the Monopoly style of gameplay, but it suffers
from suspect AI and a certain lack of depth. For example, the AI will often try to make deals for property which
make absolutely no sense at all. Tack in a forgettable music track and mediocre graphics, and Sea Bounty ends up
being a game that is best played only with friends.
Russ Carroll: 5
It's Monopoly with a pirate theme. If that sounds fun, give it a try. I was disappointed by the dim-witted AI that would sell me
any property they owned unless they had a monopoly. Often I would buy 2 properties from one computer player and then complete the set buying properties from another computer player, all at a steal of a price, allowing me to quickly send the idiots to their doom. The build up of ships (hotels) is really quite odd as you are limited in how many you can build, leading to some games going on and on with no-end in sight as you can't collect as much from a player as they get going around go. It looks nice, but the AI and a couple of bugs I found make it a less than exciting experience.
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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.
Seth Robinson -
Robinson Technologies
Seth has spent the last fourteen years making odd games, including
designing and programming many independent titles such as the BBS hit
Legend Of The Red Dragon, the multiplayer Flash based web game Funeral
Quest, IGF finalists Teenage Lawnmower and Dungeon Scroll and the cult
classic RPG Dink Smallwood.
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.
Russ Carroll - Game Tunnel
Russell's first taste of action in the Independent Games industry came
doing visuals and some audio work on several independent games for
BCSoft games. While so doing he became aware of the need for a Game
News and Review website dedicated to Indie games and launched Game
Tunnel in 2002 to fill the void. |
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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 September 22, 2006
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