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The man behind Lamar from GTA V to become Black Jesus


New live-action series coming to Adult Swim
Mar 11
// Hamza CTZ Aziz
This is TOTALLY barely even videogame related at all but I still wanted to write about it because Lamar from Grand Theft Auto V was one of my favorite characters from a videogame last year. So I'm happy to see Gerald "Slink"...
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Adult Swim Games

You can play Bionic Chainsaw Pogo Gorilla right now


He can have a saguaro cactus for an arm
Feb 07
// Darren Nakamura
Bionic Chainsaw Pogo Gorilla. Give yourself a few seconds for that to sink in. He is a gorilla, who has been cybernetically altered to have chainsaws for arms and a pogo stick in place of his legs. If that is not the most aw...
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This Jazzpunk communist breakfast cereal is amazing


Part of this compliant breakfast
Feb 05
// Max Scoville
One of the difficulties with comedy is that describing or paraphrasing a joke frequently makes it cease to be funny, so it's hard to convey Jazzpunk's charm without completely squashing its humor in the process. However,...
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Jazzpunk

New Jazzpunk trailer invokes spirit of Johnny Mnemonic


Whoa
Jan 23
// Conrad Zimmerman
If you're going to validate your cult pop culture bona fides, this is how you do it. A new trailer for Necrophone Games' Jazzpunk has been released by Adult Swim, referencing the 1995 motion picture Johnny Mnemonic...
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Winnose

Play Winnose, reunite a moai statue with his other half


Another strange Adult Swim game
Jan 08
// Darren Nakamura
Adult Swim always seems to publish games that have really strange setups, but are backed by solid gameplay mechanics and can easily eat up an afternoon or possibly even a work day. Winnose, developed by Todd Luke, appea...
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Robot Chicken x Killzone

Sweet Tooth planks in this Robot Chicken Killzone ad


No, seriously
Dec 17
// Brett Zeidler
Sony partnered up with Adult Swim recently to task the guys over at Robot Chicken with creating an amusing little ad for Killzone: Shadow Fall. It starts out with Sweet Tooth enjoying the game in his living room, and getting...
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Get to know the people that make great videogames
8 days ago on Sup Holmes (now on iTunes) we welcomed Michael Molinari to the program. Michael has been developing games since high school, starting the the Team Fortress fan games T.F. Larry: Guard Duty and its seq...

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Super Comboman

Sup Holmes is super with combo man Justin Woodward


Get to know the people that make great videogames
Dec 08
// Jonathan Holmes
This week on Sup Holmes we continue Adult Swimember with Justing Woodward of Interabang Entertainment. Justin's worked in the industry for years, but it probably best known for Super Comboman, the 2D action platformer with be...
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Sup Holmes

Sup Holmes is stabbed by sound with Michael Molinari


Get to know the people that make great videogames
Dec 01
// Jonathan Holmes
Today on Sup Holmes we kick off Adult Swimember with Soundodger+ and Basketbelle's Michael Mollinari. Rumor has it that Michael also on the iOS version of Bit.Trip BEAT, which is one of my favorite games ever. Michael's relat...
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Only 4% of Volgarr the Viking players bought the game


The developers take to Twitter to talk honestly about piracy
Oct 22
// Alessandro Fillari
Volgarr the Viking is a hardcore-focused throwback to classic 2D action titles of the past. Released last month, it has already pleased many gamers looking for a challenge. After a successful Kickstarter and getting picked up...
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20 codes up for grabs
[Update: Contest over! Winners have been PM'd their codes.] Our friends at Adult Swim Games have just given us 20 codes for Soundodger+ to hand out to the Dtoid community! An updated version of the original flash game S...

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Soundodger+

Soundodger+ brings musical bullet hell to Steam on Friday


Eleven new tracks added for Steam version
Oct 07
// Darren Nakamura
Soundodger is a free online game that released on Adult Swim earlier this year. In it, you control a small white circle, trying to avoid a deluge of shapes spilling at you from all angles, set to music by a handful of great ...

Very Quick Tips: Volgarr the Viking

Sep 24 // Chris Carter
General Tips: Get in the habit of holding the zoom button constantly to survey your surroundings until you get a level down pat. The zoom button is a great way to eliminate any feeling of fake difficulty, because like Spelunky, any time you die it's usually your fault. Going along with the zoom function, spears are your friend. Throw them often, and make use of the double jump spear constantly. If you're trying to create a ledge, note that you need to be approximately three character lengths away before you can make it stick to the wall. Don't limit yourself -- you can throw spears a lot faster than you think you can, so sling away. Also, if you have the hammer shield, you can charge your spear up to make short work of multiple weak enemies. When in doubt, most puzzles involve spears. Create spear bridges anywhere you can, and note that you can throw them through certain barriers that are shaped differently than the rest. When you're on a chain or rope climbing up, keep in mind that creating a makeshift spear platform to rest on can save your life if you need to jump back down. The shield is very dynamic. You can even guard against attacks from behind as you're climbing on ropes while the shield is on your back (use this to your advantage and face the shield towards wall-mounted spear spitters). Said spear spitters are also positioned horizontally, by the way, so you can spot them while they attempt to disguise themselves among similar scenery. The crouching slash can trick most humanoid enemies in the game. Use this a lot on stage three against the shield-wielding skeletons -- better yet, try not to fight them if possible and double-jump over them after creating gaps with crouch slashes. Try not to backtrack a lot to avoid respawns of menial enemies. This includes the lizards in level one and the skeletons in level three. If possible, keep moving forward. Restart if you lose some gear early in a level. Getting incremental gear is key to your success, and having to re-earn everything can be a thorn in your side and not allow you to reach your full potential as a player. For instance, you can kill the first boss in one fell swoop (read: five seconds) with the fire sword. Your double jump is actually an attack. Learn how many hits enemies can take in total, and use this on their last remaining hit to avoid damage. You can also cancel a downwards stab attack into a spin jump. On that note, do not overuse the double jump. You can't compensate for over-jumping, so make use of the single jump often when leaping over traps. This is a trick I learned at a young age when playing Mega Man X2 -- when facing enemies that spit projectiles, visualize said projectiles and tune everything else out. Watch how the bullets move, where they end up, and focus entirely on not getting hit by them (can you tell I love bullet hell games?). Don't even necessarily focus on the enemy itself -- just avoid damage, and eventually you will be able to kill it without issues over time. For spitting plants (or enemy derivatives thereof), use scenery to plot out a fake safe zone. Often times this is between two vines, or so on. Go between those two vines, slice the enemy, rinse and repeat until you're comfortable with the pattern. After you've completed at least one stage, move left at the very start of the game to skip to a certain point. In case you didn't know, the game has a really clever Genesis style instruction manual.
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Make Odin proud
Let's talk about fake difficulty in games. In the olden days, often times due to the limitations of the hardware, developers would create certain portions of games that forced you to resort to trial-and-error tactics, often c...

Review: Volgarr the Viking

Sep 23 // Tony Ponce
Volgarr the Viking (PC)Developer: Crazy Viking StudiosPublisher: Adult Swim GamesReleased: September 13, 2013MSRP: $11.99Rig: Intel Core i3-380M, 6GB of RAM, GeForce GT 425M, Windows 7 64-bit You've played Volgarr the Viking before. It is Contra. It is Battletoads. It is Ghosts 'n Goblins. Most appropriately, it is Rastan, a 1987 Taito arcade game infamous for its unrelenting nature. From the types of hazards and enemies to the general play style and progression, the parallels are so numerous that it wouldn't be wrong to call Volgarr a spiritual sequel with a Nordic flavor. Even the stage layout on the first few screens of the first level mirrors that of Rastan's opening moments. Like its forebears, the greatest achievement in Volgarr is survival. Even if you never come close to completion, being able to squeeze out a few extra seconds of life is its own reward. Volgarr was designed with the mind that just because a game isn't immediately accessible to all players doesn't mean that it can't be enjoyable. The trick is to balance the sheer brutality with a simple control scheme and obstacles that can be overcome with enough patient observation. Knowing what needs to be done doesn't guarantee victory, but it goes a long way towards keeping hope alive, even if barely. [embed]262298:50578:0[/embed] This is why I hate it when people call a difficult game "cheap" or "unfair" when such terms aren't warranted. They imply that the developers didn't know what they were doing, leading to a haphazard assembly that misleads the player into unavoidable situations. Crazy Viking Studios knew exactly what it was doing -- Volgarr is constructed in such a way that the greatest obstruction to victory is your own mediocre skills. What's refreshing is how Crazy Viking Studios did away with seemingly all modern game trappings for a true old-school experience. There are no cutscenes, no dialog, no save files (more on that later), and no hint bubbles. Hell, there isn't even a proper main menu -- after the game loads, the title flashes for a brief moment, Odin commands you to rise from the dead, and you immediately start marching. The lone allowance is a series of brief text prompts in the first few seconds that tell you how to perform the basic moves. You begin with a weak wooden shield that only absorbs two projectile impacts before breaking. You can upgrade your gear by opening treasure chests -- first you'll acquire an indestructible shield that also allows you to throw charged spears, then a helmet that grants an extra hit point, and finally a flame sword with double strength. As you receive damage, you'll lose your equipment piece by piece until you're reduced to an explosion of bloody bones. There is no progress without risk; you'll often find yourself in situations that demand more unconventional strategies. For instance, Volgarr's jump trajectory is locked once he leaves the ground, not unlike in Castlevania, but you can change your trajectory in midair by performing a double jump. This technique comes in handy later, such as when jumping to an adjacent platform means overshooting the ground then doubling back. Perhaps you'll be climbing a rope and can't reach a platform overhead. You can leap away from the rope, toss a spear at the nearby wall to create a makeshift platform, then quickly double jump back onto the rope lest you fall to your death. Now you'll be able to jump onto the spear then hop up from there to the target platform. Your only hope for success is to discover such advanced techniques on your own and master them in controlled environments so that they can effectively be employed in more dangerous territory. As tough as your enemies may be, foolish platforming mishaps will be your greatest adversary. There's nothing to do but try again until your talents are honed to a brilliant sheen. The secret weapon in your arsenal is the zoom function, performed by tapping L on your controller or the space bar on the keyboard, which pulls the camera back and gives you a greater view of the terrain and enemy placement. What makes this so invaluable is that enemies remain motionless while off-screen in the normal camera view. That means you'll almost always have the first-strike advantage if you can hit them with your spear before they have a chance to react. Even with the zoom, Volgarr is a frustrating experience that taxes your spirit like few others. In particular, there is only a single checkpoint in the middle of each level. Even if you fall to the boss, you'll be tossed way back to that checkpoint instead of outside the boss chamber. This setup infuriated me at first, but I later realized that by making you replay half the stage, you have the opportunity to max out your equipment and greet the boss at full strength. In its own way, the game is offering the smallest of mercies. The exception to this is the final stage, which is divided into multiple rooms each with checkpoints at the entrance, including one just before the boss. It's ironic that after enduring five stages of cutthroat brutality, the last stage would be the most forgiving of all. It almost seems like a letdown... until you realize that the game is only half complete. There may not be any save files, but it is possible to skip levels that you've already completed. However, doing so will prevent you from getting the game's best ending. If you manage not to lose your equipment in a level and continue to open treasure chests, you'll eventually start collecting life orbs. Upon beating the boss, you'll unlock the Path of the Valkyrie, an alternate and more challenging route through the following stage. And only by clearing all the alternate routes will you be able to enter the true final stage. The Path of the Valkyrie plays by a different set of rules compared to the main game. Those life orbs you collect indicate how many times you'll be allowed to respawn. Exhaust all your lives and you will be shunted back onto the main path, unable to reenter that level's alternate route without replaying the previous level again. In other words, there isn't much room for practice and experimentation on the Path of Valkyrie -- you are expected to be a master already. I don't mind hardcore difficulty, but the requirements to reach Volgarr's finale strike me as just a tad too restrictive. Essentially, you're being asked to 1CC (one credit clear) the game, or close enough to it, all without ever getting touched once. I've never been one to attempt "perfectionist" runs in anything, which require a level of patience and perseverance far beyond that required to enjoy the base game. If I had to draw the line dividing what I'm willing to endure for the sake of enjoyment, that would be it. That aside, the rest of Volgarr exemplifies the type of experience few games dare to attempt these days. It will humble you, make you feel weak and inadequate. I started playing with great confidence, and within minutes I was reduced to a whimpering mess. I even considered giving up a couple of times, resigning myself to writing a scoreless review. But somehow, in some way, I mustered enough energy to go on. My journey may technically have only just begun, but seeing even a single ending has given me a deep sense of accomplishment. I understand that not everyone is looking to put their pride on the line with every game they play, but sometimes we need a reminder that games can be a test of skill. What kind of test would it be if the average person could coast along merely by doing the extra credit? By guessing the multiple choice? What kind of hollow victory is that? Like a drill sergeant, Volgarr the Viking is here to yank us out of our comfort zone and put us through hell unending. If you survive, you'll feel like the biggest badass of all time.
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RISE FROM YOUR GRAVE!
Can I talk about DuckTales Remastered for a minute? I'm not going to cite any specific examples, but I've read more than a handful of reviews that knocked Remastered down for being a bit too "classic" in the difficulty depart...

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Pause Ahead

Tower of Heaven creator releases new game Pause Ahead


You can play it for free on Adult Swim
Aug 27
// Darren Nakamura
Do you remember Tower of Heaven? If the answer is yes, skip ahead to the next paragraph. If the answer is "no" because you never played it back in 2009, then you can (and should) rectify that immediately. It's not very long; ...
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Venture Bros creators would love a game based on the show


Someone make this happen!
Jul 26
// Hamza CTZ Aziz
Doc Hammer and Jackson Publick, creators of The Venture Bros. series, gave their usual unprepared Q&A panel at San Diego Comic-Con this year. At the 15:00 mark here, a fan asked the duo of the possibility of a full on Ve...

Review: Fist Puncher

Jul 01 // Fraser Brown
Fist Puncher (PC)Developer: Team2BitPublisher: Adult SwimReleased: June 21, 2013MSRP: $9.99Rig: Intel i5-3570K @3.40 GHz, 8 GB of RAM, GeForce GTX 670, and Windows 7 64-bit You're just hanging in your dojo, minding your own business, when a group of Miss Universe contestants are kidnapped by the local crimeboss -- the Milkman. What does this have to do with you? Well, your sensei was one of the contest judges, so he wants you to rescue the lovely lassies.  Lampooning the damsel-in-distress scenario from River City Ransom and Double Dragon, just to name a few, Fist Puncher gets off to a very traditional start, yet it deftly avoids being trite thanks to the irreverent lady-loving sensei and the colorful gallery of heroes. Four characters are available for this rescue attempt, initially, including a sexy beekeeper and a karate-loving doctor named Dr. Karate, with the roster eventually growing to 15. This is not your average dojo. Character selected, and it's off to save the ladies by traversing a city map, covered in nodes representing a large array of missions. Most missions involve sauntering across the screen, punching, kicking, grabbing, and throwing very rude people until they are dead. It doesn't get more simple than that. Thanks to an RPG-lite leveling system, the combat does become considerably more involved, however. Characters come with their own signature moves, like Dr. Karate's flying kick, and develop even more special abilities, perks, and increases in their strength, speed, special meter, and all sorts of other RPG-esque junk. Experience comes hard and fast, thanks to the vast army of enemies that charge at you with little regard for their safety. They hate you a lot, and they also desperately want to die.  The plethora of thugs that attempt to halt the heroes' progress are as varied as they are bizarre. Evil nudists, strippers of the male and female variety, racists, werewolves, zombies, genetically enhanced shark-alligator-human hybrids -- they are a strange bunch. Most groups have unique attacks, as well. There are convicts who can shank you, grabbing you by the throat and stabbing you repeatedly; thugs who throw molotov cocktails at you, covering the ground in flames; ninjas that toss slow-moving shurikens; and soldiers that employ assault rifles, spraying bullets all over the screen. Even with the special abilities and the range of enemies, Fist Puncher does devolve into stringing together simple punches and kicks over and over again. It's arguably also an issue with the games it's trying to ape, and at least Team2Bit has attempted to spice things up with perks and strange powers -- like a kiss attack that turns an enemy into an ally, or an attack that launches bees at an unsuspecting foe. In an attempt to break up the repetitiveness, special missions crop up from time to time, demanding that the heroes do more than simply kill bad guys along a corridor. Unfortunately, these missions are rather poor, their weaknesses merely disguised by the zaniness of the scenario. In one mission, I found myself on a train that had been hijacked by convicts, and for some inexplicable reason, the train was full of lawyers. I had to defeat all of the enemies, but the moment I struck a lawyer, the mission would be failed because the dojo couldn't afford the lawsuit. My initial laughter turned to shouts of frustration, as the lawyers would basically walk right into my attacks. At times they'd literally swarm me, ensuring that any punch I launched would result in me restarting the section. Likewise, absurd boss battles are also very poorly thought out, hiding irritating mechanics behind a veneer of silliness. Most bosses are larger-than-life villains, literally towering above the heroes, and they are admittedly rather funny. Defeating them is less amusing however. They spam extra powerful attacks, take many hits, and dish out a lot of punishment -- yet beating them amounts to the same strategy every single bloody time: run in and punch them a couple of times, and then roll away (dodging makes you essentially invisible). Rinse and repeat. From running through a minefield on the back of an ostrich, to protecting a "spunk soda" delivery truck from ninjas, Fist Puncher has been designed to make you laugh hard enough so that you'll ignore the shortcomings. It works, too. The setting and the gags provide plenty of entertainment, and whenever I became frustrated, it would only take minutes for me to start laughing again.  Less forgiveable is the ridiculous lack of online co-op. Local co-op is available, but on a PC-only title, this seems a bit pointless. Fist Puncher is a co-op game, the start menu for each mission shows four character slots, the enemies make references to there being more than one hero, and it's inspired by classic co-op romps, so it beggars belief that I was unable to play with anyone online.   When I play titles with older aesthetic sensibilities like Fist Puncher, I always have to ask myself, what does it add? In the case of Fist Puncher, I've lamentably come to the conclusion that it adds nothing whatsoever, beyond making it clear that the game is inspired by NES-era brawlers. There's no artistry behind the pixels, and while the backgrounds can occasionally inspire a chuckle, they are really rather ugly. The game definitely isn't nostalgia just for the sake of nostalgia -- there're too many additional features to claim that -- but the art certainly is. Despite the art, Fist Puncher manages to be an homage that isn't simply cashing in on nostalgia, capturing a lot of the simple joy of beating up hordes of merciless villains that kept people pouring into arcades or hooked to their NES in the '80s and '90s even though the experience has lost some of its luster over the decades. It's hard to overlook the shoddy boss battles and the lack of online co-op, but if you've got a PC set up that allows for couch co-op, you could do a lot worse than taking Fist Puncher for a spin.
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And fireball flinger, leg kicker, and bee hurler
There are few things quite as cathartic as punching a nigh-endless horde of villains in their ugly mugs. I'm all for highfalutin, emotionally charged, wordy games where you are meant to care about people, but sometimes I just...

Review: Super Puzzle Platformer Deluxe

Jun 06 // Darren Nakamura
Super Puzzle Platformer Deluxe (PC)Developer: Andrew MorrishPublisher: Adult Swim GamesReleased: May 24, 2013 MSRP: $7.99 Super Puzzle Platformer Deluxe channels the essence of retro gaming in more ways than one. Immediately apparent are the functional pixel art and the rocking chiptune soundtrack, but past that, the gameplay hearkens back to a simpler time when the ultimate goal of a videogame was simply to obtain a high score. It is perhaps a bit too vague at first, especially for those used to having tutorials. Super Puzzle Platformer Deluxe begins by dropping the cape-clad protagonist into a factory that looks suspiciously like a Tetris arena with spikes underneath it. Thrown straight into the action, the player is left to figure out the mechanics, but they are mostly straightfoward. [embed]254847:48973:0[/embed] Blocks fall from above and the anthropomorphic block of cheddar can jump on them or shoot them. Destroying a single block awards one point and drops a chip that can be collected for another point. The kicker is that adjacent blocks of the same color take more shots to destroy, but award points with a square relationship, where two blocks give four points, three blocks give nine points, and so on. Additionally, after collecting a certain number of chips, the player levels up, which increases the power of his shots and adds a multiplier to the score. While this is going on, traps will occasionally fall instead of blocks, introducing deadly implements that will immediately end a run when touched. These include lasers, chainsaws, spikes, explosives, and even spinning beams of fire a la Super Mario Bros. What results is an experience that is very true to the "puzzle" and the "platformer" in the title. Playing it as a pure platformer with only the intent to stay alive awards few points, while playing it as a pure puzzle game often leads to sticky situations with little space to maneuver. Ideal strategy involves a mixture of the two gameplay concepts, and what comes out are constant risk/reward decisions that need to be made quickly in order to be successful. Every so often, a gem will drop from a destroyed block. These jewels are worth 100 points, but they also serve as the currency for progression. There are six levels to play on, but each one after the first must be unlocked by collecting a set number of gems on the previous level. Thankfully, this requirement is cumulative, so even those who aren't able to collect many in one run can still experience all six levels with a little persistence. The differences between the levels are more than just aesthetic. In addition to providing new scenery and music, each level has its own set of traps with which to contend. The variety in killing instruments definitely gives each level a distinct feel, and the feeling when encountering a new trap and handling it on the fly is particularly satisfying. Adding more content to the game are challenge rooms, which pit the player against a set series of one specific trap. Not only are these rooms challenging, but they also serve the purpose to teach the player about some of the more nuanced game mechanics that they might not otherwise figure out. For instance, the spike challenge room requires the player to know how to walk on spikes, and the TNT challenge room requires the player to have a firm grasp on the exact blast radius. This form of teaching, through engaging, bite-sized challenges is nothing short of brilliant. After having figured out the trick behind the challenge room, the player is then that much more prepared to deal with the traps in the main game. In addition to the default cape outfit, there are seven unlockable outfits for the player to choose, with each conferring its own stats for speed, jumping ability, and shot power. The cape is a good all-around outfit, and it lets the player fall more slowly for easier platforming. One of the later outfits features a rocket launcher, which deals high damage to blocks, but significantly reduces jump height. My personal favorite is the ninja outfit, which offers a double jump, giving the player high mobility at the cost of relatively weak throwing stars. What is interesting is that while I certainly have a favorite, it would be remiss to say that there is a best outfit. I can imagine other players being successful with some of the other costumes, but there is definitely one that suits my play style the most. Graphically, Super Puzzle Platformer Deluxe is presentable. The pixel art is completely functional for the type of game that it is, but it isn't the most breathtaking work out there. The soundtrack fares a bit better, with high-energy chiptunes that fit the pacing of the game well and just sound rad in general. Aside from the somewhat uninspired graphics, there isn't much to complain about with Super Puzzle Platformer Deluxe. However, although it takes a good, simple idea and executes on that idea well, it is not a truly great idea. After a few hours of dense entertainment, it is as easy to put down as it is to pick up. Where other games may grab hold of the psyche and threaten to never let go, Super Puzzle Platformer Deluxe is comfortable to be simple fun and nothing more. Adult Swim is known for curating really memorable independently developed games, and in that regard it faltered a bit here. Super Puzzle Platformer Deluxe is a solid game that takes a good concept and runs with it without overstaying its welcome, but it isn't likely to reach cult hit status like Robot Unicorn Attack. It takes some of the best elements from games released twenty years ago and leaves behind some of the more frustrating aspects of the old school. For gameplay purists, this is a gem to behold. For others, it is a fun, but ultimately forgettable game.
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New kid on the blocks
It has become somewhat of a running joke that indie developers only ever make puzzle platformers, with famous titles like Braid, Limbo, and The Misadventures of P.B. Winterbottom on the list of the most successful indepe...

Review: Best Park In the Universe - Regular Show

May 24 // Chris Carter
Best Park In the Universe - Regular Show (iPad, iPhone [reviewed on an iPhone 5])Developer: Heavy Boat GamesPublisher: Cartoon NetworkRelease: May 23, 2013 (WW)MSRP: $2.99 The setup, like most episodes of Regular Show, is hilariously absurd. Loveable characters Mordecai and Rigby are tasked with improving their live-in job at the park, and thus, enter a pact with a stranger from space. Predictably, said stranger is actually evil, and is collecting parks from other worlds to create a massive park of his own. In order to save the park for all the wrong reasons, the gang must journey to retrieve their home through a technical loophole -- since after all, they do not own the park, and thus couldn't actually sign it away. To be clear, Best Park is a beat-'em-up game through and through. You'll trek across the game as Mordecai and Rigby with a tag-team format, which restricts gameplay to one character at a time. Movement is controlled by tapping where you want to go on the screen, and swiping to either side initiates kicks and punches. It sounds absolutely awful in theory, but works amazingly well -- especially for a mobile game. There's a small skill tree level-up system that allows you to enact minor upgrades as you beat up foes and earn experience, which is a nice touch. It's fairly rudimentary, but a step up from most beat-'em-ups that don't have any progression at all. [embed]254359:48786:0[/embed] Despite the promising setup, the game ultimately turns into a pretty repetitious affair. While enemies tend to be fairly varied visually, ranging from middle managers to ghosts, they don't really act all that different -- which basically means the game boils down to swiping constantly and occasionally pausing to tap two fingers for a super attack. The tag-team style gameplay is a neat idea, but it's often much easier to just min-max one character, which eliminates most of the potential depth in the game. If Mordecai were a ranged-only character and Rigby excelled at close quarters, for example, it would create a solid dynamic to build on, but that's not the case here. The retina graphics cause the visuals to really pop (especially on an iPhone 5), and help make the experience feel a bit more like the TV show. The patented Cartoon Network half-assed quasi-voice acting is still present, only offering up the occasional sound bite from the TV show to complement select parts of the game. I can't imagine it would be hard to commission a simple fully-voiced intro with the two heroes and maybe a few original lines in-between stages, but either way, a lack of original voice work hurts the package. Best Park is spread over 15 levels, all of which feel roughly the same. Once again, the repetition begins to set in mostly as you face similar foes across levels that actually are quite different looking. More updates are planned for the game which will add extra levels, but for now, you'll have to deal with the ones you've got. It's a better attempt than prior efforts but Best Park in the Universe doesn't really aim all that high. As long as you're not expecting much, it's a decent beat-'em-up that somehow manages to produce a solid control scheme. If you're a diehard Regular Show fan, you may enjoy it.
Regular Show review photo
Marginally better than setting up the chairs
Cartoon Network hasn't been doing a very good job with its videogame adaptations of Adventure Time and Regular Show. Barring one decent (but very brief) romp on the DS and 3DS, the two properties have disappointed fans left a...

Review: Robot Unicorn Attack 2

Apr 24 // Tony Ponce
Robot Unicorn Attack 2 (iPad, iPhone [reviewed on an iPhone 4S])Developer: PikPokPublisher: Adult Swim GamesRelease: April 25, 2013 (US)MSRP: Free (with microtransactions) I know there are, like, two or three of you who have never played Robot Unicorn Attack before. If you are aware of any such persons, I ask you to point them out to the rest of the class so that we may shed a tear in their name. You poor, unfortunate souls. Have you ever known true joy? On a fundamental level, RUA2 is just like its brethren. In control of the titular unicorn, you race across a whimsical landscape, jumping over chasms and dashing through star pillars, riding a high so blissful that the very air around you feels like a warm pillow of sunshine. If you aren't smiling 30 seconds in, you might have lost the ability to dream, and for that, you have my pity. This time, the world is packed with even more child-like fantasy -- giant unicorn whales that swim through the air, spectacular palaces that lie beneath the glow of nearby planets, and, of course, dolphins! Half the experience is the rich atmosphere, polished and perfected to the point that the previous games feel so bland and inadequate in comparison. [embed]252353:48347:0[/embed] Though you still control your unicorn by tapping the screen, so much has been tweaked beneath the surface to make the action more fluid and to invite light exploration. Similar to Sonic the Hedgehog, there are multiple paths through the stage, each with a different set of obstacles and spoils. You can risk diving into the abyss, praying that you land on solid ground, or you can leap towards the clouds, hoping that a higher plane awaits. Furthermore, the level layout changes daily, so there will always be new secrets to discover. Taking a cue from other runners like Temple Run and Jetpack Joyride, there are challenges to attempt, and clearing a set of such challenges -- jumping through a certain number of rings, collecting fairies floating along your path, etc. -- will increase your rank and unlock new abilities, items, menu options, and even a second environment: the Ice World. Then there are daily challenges with tougher requirements, plus community challenges that rely on the combined force of every RUA2 player on Earth. That sense of community also extends towards daily competitions, in which you must align yourself with either Team Rainbow or Team Inferno for a shot at big rewards. Everyone on your team must work together to achieve a specified goal, but if you feel like your team is heading towards a downfall, you can defect to the other side -- at the cost of your precious teardrops, of course. Those teardrops can be used to purchase different parts for you unicorn, such as a new mane, a new horn, or an entirely new body. You can stick with the standard unicorn model, become the sinister Iron Pegasus, or assume far more frightening forms. These customizations aren't just for show, as they grant enhancements like increased speed, additional mid-air jumps, or even the game-changing ability of unlimited flight! The two default songs, one for each world, were produced by New Zealand artist Module, responsible for the incredible soundtrack to Shatter on PlayStation Network. But what happened to "Always"? It's still here, unlockable from a music room along with other wonderful jams like Blind Guardian's "Battlefield" (from RUA Heavy Metal) and Limahl's "The NeverEnding Story." As these are licensed tracks, you'll have to pay real money for their inclusion, but at least they are a sensible $0.99 apiece. Every added element invites you back into the core game, where you lose yourself to the sights and sounds, literally chasing your dreams. And with the incorporation of community events, you feel a pleasant connection, touching the lives of others as they are touching yours. It's a heartwarming thought to know that, rather than trying to eclipse someone else's high score for your own self-satisfaction, you are working together for the benefit of the whole. Nothing about this game can bring me down. Not even the curiously long load times when you open the customization menu -- which I'm sure will be improved via update later down the road. Simply put, it lifts me like few other games have. And you too can be as content as I am right this very moment. Robot Unicorn Attack 2 is happiness. It is hope. It is always. It is yours.
Robot Unicorn Attack 2 photo
Neverending story
Robot Unicorn Attack will forever hold a special place in my heart. I remember PAX East 2010, meeting many Dtoiders for the first time, and joining a rousing drunken chorus of Erasure's "Always" in the late hours of the eveni...

Planet Punch photo
Planet Punch

Go punch a bunch of planets in Planet Punch


Adult Swim Games continues with the awesome games
Apr 17
// Hamza CTZ Aziz
Planet Punch sees you as this mass of energy that steals the planet Earth, beats up our Sun, then goes around the galaxy punching the shit out of everything with the Earth. Yup, you guessed it, this is totally an Adult Swim g...
Retro Unicorn Attack photo
Retro Unicorn Attack

Robot Unicorn Attack goes retro


I wanna be with you, and make believe with you
Apr 15
// Hamza CTZ Aziz
I'll talk about Robot Unicorn Attack any chance I can get. I do have to say though, I'm surprised it's taken this long for a retro version of the hit runner game to happen. Still, it's as a fun as ever with you collecting fai...
Chainsaw Pogo Gorilla photo
Chainsaw Pogo Gorilla

I-Mockery's next game is Bionic Chainsaw Pogo Gorilla


Man's greatest question answered
Apr 11
// Tony Ponce
Last year, fans of I-Mockery's irreverent brand of pop culture humor were treated to Abobo's Big Adventure, a mashup of all things NES starring the muscle-bound Double Dragon boss Abobo. As hilarious as Abobo's Big Adventure ...

Review: Super House of Dead Ninjas

Mar 12 // Fraser Brown
Super House of Dead Ninjas (PC)Developer: MegadevPublisher: Adult Swim GamesRelease: February 18, 2013MSRP: $6.99 Nintai Ryoko, the super-charged ninja and title's protagonist, is a woman on a mission. Her goal: to travel to the bottom of a hellish tower, one apparently filled with treasures and the promise of glory. She doesn't want any of that, however; instead, she intends to discover what happened to the one ninja who succeeded before her, the one-armed ninja.  Getting to the bottom is easier said than done, what with it containing a myriad of horrors, from undead warriors, evil spirits, dragon guardians, and crazy monkeys, to traps ranging from floor and ceiling spikes to laser cannons. It's no easy task, but Nintai has a plethora of violent tools at her disposal. She starts of with a basic katana, some shuriken, bombs, and one magic spell, but a vast array of unlockable weapons and tools can be earned for completing all sorts of challenges. Unlocks and upgrades can be picked up at a shop run by a sour old woman. She's dismissive and doesn't think you'll get very far. I didn't like her, and instead of seeking the fate of the one-armed ninja, I really just wanted to show that hag who the boss was. Her and the omnipresent voice that crops up from time to time judging my actions and mocking my many, many failures. At the shop, you can see what needs to be done to unlock any of these items or upgrades, but most of them can really just be earned by playing the game without sparing them a thought. Finding out that I could use grenades or had a new pair of nunchucks that I could snatch after yet another death really softened the blow. Who doesn't like presents? All the cool toys in the world won't make a difference without skill, however, and that's the area where I found myself rather lacking. Dead Ninjas is an insanely fast game, with Nintai being, more often than not, nothing but a blue (or whatever color her ninja robes are, there are several to unlock) streak, speeding across the screen. This speed is a necessity, too, as the game is on a timer, counting down to failure. Pick-ups can be discovered which add more time to the counter, but there's always the feeling that you're running low. Haste inspires recklessness, unfortunately, and that lack of caution spells death. Nintai can sprint past some enemies, slicing and dicing as she goes along, but others have shields, require more than one hit, are covered in spikes, fling projectiles, teleport, or are exceptionally fast, and they require a split-second analysis before tackling -- there's no time for more. So speed becomes dangerous, despite being key.  At first, this led to an agonizing amount of frustration, as Nintai continually got turned into a red smear on the floor of this unwelcoming tower, but I was getting irritated by my own failings, not the design of the game. I got carried away by the delightful 16-bit violence and extreme pace, and would just run into confrontations without a second thought. Practice and experience made me a slightly better ninja. Make no mistake, however, I'm still terrible.  It's all about getting into a rhythm, and when you start to recognize enemies, it takes less than a second to recall the best way to slay them. Continually slaughtering the tower's residents in quick succession builds up Nintai's quickly diminishing rage meter, and when it's activated she becomes an unstoppable force of destruction. Those moments are the game's best, sprinting down the tower as an invincible, deadly whirlwind. And the more enemies you kill while in rage mode, the longer it lasts.  The floor layouts, enemy placements, and item locations are all randomly generated, making each new game after a death a fresh experience. Sure, it means that you won't be memorizing the levels, but it also means you won't have to play through the same section over and over again, which would certainly happen in a game this tricky. Filling out the roster of ghastly enemies are a bunch of rather unfriendly bosses, and a very traditional bunch they are, too. They all come with special abilities, patterns that must be memorized (usually simple ones), and weaknesses that can be exploited. While challenging, most of them have a fairly small amount of health and can be dispatched quite quickly once you figure out how to deal with them. I'm not the most patient of fellows, so I appreciated the fact that these villains didn't outstay their welcome. Die while fighting them, though, and you'll be sent back to the beginning of the section, a hundred floors above them.  Appropriately for a challenging game such as this, Super House of Dead Ninjas sends you into the fray with only minimal instruction. There is, however, a rather novel tutorial in the form of a comic, accessible from the main menu. Contained within are little tips and tricks that the main game doesn't really share with you, and one one occasion it even offered me the key to defeating a boss I'd been struggling with. It's well worth reading, and even rewards players with a new costume. Super House of Dead Ninjas can be played for free on the Adult Swim website, but getting it on Steam nets you an upgraded version. The map editor and player-created dungeons offer up tools for you creative types and a bounty of new levels for those that can't get enough of the main game and its extra, transdimensional tower. It also comes with added items and unlockables, as well as an upgraded soundtrack. The latter is cracking, as well, containing some wonderful oriental-themed chiptunes.  This is one game that I know I'll be playing long after this review is finished with. The instant challenge and frantic pace makes it perfect to just pick up and play for 15 minutes, while the tight controls and potentially limitless number of floors makes it easy to pour hours into. If you're not convinced, then check out the free version and see if it floats your boat. I do have one caveat, however. Whatever you do, don't play this with a keyboard. It's possible, but you'll just be giving yourself another unnecessary and fairly unpleasant challenge. Thankfully, Super House of Dead Ninjas comes with native controller support, and after a few initial hiccups, it seems to work perfectly now.
Dead Ninjas review photo
The tower of a thousand deaths
After climbing down 350 floors of traps, monsters, and ninja ghosts, not to mention the extra levels seemingly without end, I've come to one conclusion: I should never become a ninja. Sure, I should have known that before I e...

Team Fortress 2 photo
Team Fortress 2

The Venture Bros. meet Source Filmmaker


Suit up!
Feb 28
// Hamza CTZ Aziz
YouTuber JackMuu used the Source Filmmaker to remake this classic scene from The Venture Bros. Really, I'll take any excuse to talk about Venture Bros. Oh, and don't forget you can get the Henchman gear plus other Adult Swim themed outfits for Team Fortress 2.
Sup, Holmes? photo
Sup, Holmes?

Adult Swim, success, and failure with PixelJam


Watch Sup, Holmes? live every Sunday at 1pm PST/4pm EST
Feb 22
// Jonathan Holmes
Last Sunday on Sup Holmes (now on iTunes), Rich Grillotti and Miles Tilman of Pixeljam Games tolerated my ridiculous blanket statements regarding art student stereotypes and bared their souls to me. It was hard to ...
Dead Ninjas photo
Dead Ninjas

Action-platformer Super House of Dead Ninjas hits Steam


New rooms, weapons, bosses, and custom levels
Feb 18
// Jordan Devore
I can see myself spending a long, long time playing Super House of Dead Ninjas. Originally released as a Flash game playable on [adult swim] games, this 2D action-platformer has since made its way onto Steam with exclusive ne...
 photo

PaRappa joins G-Unit in this Robot Chicken Video


He could replace Lloyd Banks, yo
Jan 24
// Chris Carter
PaRappa the Rapper and 50 Cent -- how much more amazing of a collaboration can you get? While the above video starts really slow, it gets pretty awesome fairly quickly. Give it a watch, whether you're a rap fan or not. Can you believe how Master Onion just leaves him hanging?! The real Master Onion would never do that! Now I just want another PaRappa game...
Westerado photo
Westerado

Become a cowboy detective in browser game Westerado


Another well-made Adult Swim flash game
Jan 18
// Jordan Devore
Developed by Ostrich Banditos and published on Adult Swim's website, the cleverly titled Westerado has you running around the Wild West to perform odd jobs and, eventually, find out enough information to track down the scumba...
 photo

Team Fortress 2 getting a bunch of Adult Swim gear


Dr. Rockzo, Carl, Brock, Henchmen, oh my!
Dec 19
// Hamza CTZ Aziz
Adult Swim and Valve have teamed up once again to bring in themed gear based on the various hit shows from Cartoon Network's adult lineup. The update will be "coming soon," but in the mean time you can get a preview of some o...

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