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Yooka-Laylee character photo
Yooka-Laylee character

New Yooka-Laylee character channels old school graphics

Nov 11
// Darren Nakamura
Ever since the announcement that Team17 would be publishing the Kickstarter-funded Banjo-Kazooie-like Yooka-Laylee, news has been pretty quiet on it. There have been a couple of backer updates, including one showing a cute sk...
Undertale photo

What does the developer of Undertale want to change about the game?

Surprising attention to accessibility
Nov 11
// Joe Parlock
Undertale caused major waves when it released back in September. The plucky little RPG quickly became one of the most highly-reviewed games of all time (Destructoid gave it a 10/10), and has already amassed a gigantic fanbase...
Dad Quest Kickstarter photo
Dad Quest Kickstarter

Close to home: dad throws son at foes in Dad Quest

Ah, the memories
Nov 09
// Darren Nakamura
I don't know why fatherhood has become such a prevalent theme among indie games lately, but I like it. There was Octodad, then Dad by the Sword, then Dad Beat Dads. Now there is Dad Quest, and it reminds me a lot of my own ch...
Indivisible photo

Here's how Shovel Knight and Nipples Juan look in Indivisible

Areolas added for your pleasure
Nov 08
// Jonathan Holmes
Skullgirls developer Lab Zero recently announced that its currently-in-crowd funding 2D RPG Indivisible will feature a bevy cameos from various guest characters, including faces from Super Time Force Ultra, Battle Chaser...
Runbow photo

Sup Holmes tastes the rainbow with Runbow's Alex Rushdy

Sup Holmes every Sunday at 2:30pm EST!
Nov 08
// Jonathan Holmes
[Sup Holmes is a weekly talk show for people that make great videogames. It airs live every Sunday at 4pm EST on YouTube, and can be found in Podcast form on Libsyn and iTunes.] [Update: Show's over every...
Skullgirls Vita photo
Skullgirls Vita

Skullgirls dev 'underestimated' PS Vita port job

It'll be ready when it's ready
Nov 07
// Kyle MacGregor
At one time, Lab Zero Games planned to ship a PlayStation Vita port of its latest fighting game Skullgirls 2nd Encore "a few weeks" after the PlayStation 4 version. However, it's been a few months since the title arrived on P...

Review: The Age of Decadence

Nov 06 // Patrick Hancock
The Age of Decadence (PC)Developer: Iron Tower StudioPublisher: Iron Tower StudioMSRP: $29.99Release Date: October 14, 2015  The plot of Age of Decadence largely depends on decisions the player makes. While this is par for the course for many RPGs, I want to stress how committed the developers are to this concept. There are decisions within the first half hour of the game that can completely remove characters and their quest lines from the game. In fact, I took one of the first situations pretty lightheartedly, only to have my character's mentor completely removed from the city. I quickly understood the tone set thereafter. There is no shortage of heavy decisions, either. Many times RPGs will pester the player with small-time decisions before laying on an obvious game-changing decision. Age of Decadence throws game-changer after game-changer at the player, and forced me to pull back and contemplate my options many times. There is a lot of gray area in these decisions as well, which even makes going "cruel and evil" or "pure and good" somewhat difficult. Instead of aligning between good and evil, players are more often forced to choose between the many "houses" and alliances already established within the world. Personally, I backstabbed just about anyone dumb enough to trust me, and switched alliances quite frequently. Other players may do the exact opposite and stay with one of the first leaders they come across. The game is truly what the players make of it. Likewise, the gameplay can alter drastically based on decisions the player makes. For example, as I tend to do in RPGs, I made my character a wise-talking son-of-a-bitch. I talked my way out of every fight I came across. Well, okay, sometimes I said the wrong thing and ended up fighting, but after dying almost immediately every time, I simply loaded up the most recent autosave and tried again. Regardless, thanks to my persuasion, streetwise, charisma, impersonate, and lore skills all being high, I was able to smooth-talk and flirty-wink my way past any aggressors I came across.  [embed]318681:61024:0[/embed] Those who choose to go down a more combat-oriented route are in for an almost completely different game. Just as I melodiously coerced my foes to listen to my brilliance, players can brute force their way to the end. Combat works on a turn-based grid, similar to many strategy RPGs. A character's stats and equipment are the deciding factors that go into miss percentage, movement turns, damage, criticals, and so on. In addition to weapon attacks, there are many status effects like bleeding or immobilized to spice things up mid-fight. Combat can feel a bit clunky at times, which is largely a result of the whole game being a bit rough around the edges. The bottom line is that the combat works as it should, once the player understands how the numbers affect the outcome. Death is permanent, but the game does a great job of creating a ton of auto-saves to make sure the player never loses too much progress. When fighting, death may come quickly for those unprepared, and some of the death animations are pretty slick. Each situation even has a small death blurb for the player to read, and they are genuinely interesting, even knowing that it means the player's character has been ruthlessly murdered in some way. Combat scenarios are often extremely difficult. There are a lot of stats to spread out points between, and players who are going a more hybrid route may find themselves dead in a lot of scenarios. Players are first given an opportunity to escape an encounter through words, but if the various speaking skills don't have enough stats in them, that will fail. Then, occasionally there's another way out, like brewing a potion or crafting something. Again, if the player doesn't excel at this, it will fail. Then, there's combat. Occasionally players will have help in battles, but there still needs to be a solid base of skills and stats to succeed. For those planning on spreading out their statistical focus, I'd recommend looking at online guides to prevent future headaches.  While part of me loves that there are so many ways to customize a character, it can get very confusing and frustrating. I knew I wanted to specialize in speech, but there are a handful of areas that affect it. Persuasion, impression, streetwise, lore, and etiquette can all factor in to talking your way out of a situation, but not every skill is always useful. In some situations, persuasion and streetwise are necessary while in others, just etiquette will be enough. It's impossible to know what is more important, so the only solution, to the player, is to spread them out evenly between them.  For anyone worried about the breadth of content: don't be. Due to the choices the player must make, it's impossible to see everything the game has to offer in a single playthrough. Just judging from the achievements available, I've only seen a portion of the content available within the game. Considering how different one playthrough can be from another, it doesn't feel like a slog to go through the game a second time; yes, many of the big events share commonalities, but there are still huge branching paths available to the player all throughout.  The quest design is a lot stronger than typical RPGs. Every quest has some weight to it, even if its not immediately apparent. Exploring some cave could lead to the discovery of a device long since forgotten, or talking with an outpost leader could lead to your next big betrayal. It's crucial to always read the well-written dialogue carefully! There are no quest markers, so if a quest says to talk to somebody, you better remember where they are! Players can fast travel from the very beginning, which took me a while to realize, so there's little downtime in between objectives. The graphic fidelity of Age of Decadence is, well, not great. Just as the gameplay hearkens back to the classic games of decades past, so do the visuals. The animations are hit-and-miss, as it's not uncommon to see every single stationary townsfolk scratch their leg at the same exact time, but as I've mentioned, some of the death animations are extremely well done. The music, on the other hand, is wonderful. Appropriately supporting the fantasy setting and giving powerful moments that much more "oomph," the soundtrack hits all the right notes.  Age of Decadence is an RPG to its core. It offers the player a wealth of choices, many of them carrying lofty consequences along with them. The core design element of player choice transcends simple dialogue choices, as players can progress through the game in a variety of styles. Many games offer up the illusion of choice while failing to actually deliver, but Age of Decadence serves up difficult and tangible crossroads with no looking back. It may have some rough spots, but it is one of the most well-designed RPGs I have had the pleasure of enjoying. [This review is based on a retail build of the game provided by the publisher.]
Age of Decadence review photo
Deliciously decadent
The Age of Decadence has been in development for quite some time. Hell, I listed it in my indies game list from 2013! Since then, I've been remembering that it exists every once and a while, only to find out it was still...

Plan Be photo
Plan Be

Plan Be is a free, voice-controlled stealth game

Yell at scientists to get them to safety
Nov 06
// Joe Parlock
You’d think a stealth game that relies on you making a lot of noise would be pretty counter-intuitive, but that’s exactly what Valentina Chrysostomou is doing with her upcoming free game, Plan Be. Plan Be is contr...
Vinyl photo

Everybody's Gone to the Rapture's soundtrack is being released on vinyl

I'm in love. This is what love is
Nov 05
// Joe Parlock
Plenty of people didn’t for various reasons, but I absolutely loved pretty much every second of The Chinese Room’s Everybody’s Gone to the Rapture. One of the key things that made my time with that game so e...
Smashing the Battle photo
Smashing the Battle

One man made this big-breasted PS4 brawler

Smashing the Battle
Nov 05
// Steven Hansen
A new, comic book styled 3D action game was announced at the recent Sony Korea press conference. Smashing the Battle comes from one-man Korean developer Studio HG. It started life as a mobile game, but a PS4 version is in th...

Contest - Verdun

Nov 04 // Mike Martin
Win one of 10 copies!
Verdun is a realistic multiplayer FPS, set in WW1. You don't see those every day. The game is inspired by the Battle of Verdun France in 1916 and features authentic period weaponry (and realistic bullet physics). Squad based,...

Indivisible photo

Among others, a goddamn dinosaur on a skateboard is coming to Indivisible

Oh, and there are others too... I guess
Nov 04
// Joe Parlock
Indivisible, Skullgirls developer Lab Zero’s latest game, has managed to build up a lot of popularity recently. It seems like I can’t go 30 seconds on the Internet without hearing about it at the moment. With the ...
Undertale on TV photo
Undertale on TV

Undertale is too demonic and evil for the 700 Club

Sans has been giving people a bad time
Nov 03
// Ben Davis
[Header image by Nibroc-Rock.] Undertale, one of my favorite games released this year, made a very unlikely appearance recently on the 700 Club, a Christian television program hosted by Pat Robertson. The show received a ques...

Contest - Trigger Saint

Nov 03 // Mike Martin
Win one of 10 copies!
Hello my pretties! Today (courtesy of Undergroundies Inc. ) We have a contest for recently released Trigger Saint. Trigger Saint is an isometric, shooty, permadeath, beautiful, interesting game. I've enjoyed my time with it a...

Failsafe photo

Failsafe wants to inject Mirror's Edge with a bit of Studio Ghibli

Not to mention sweet grappling hooks
Nov 03
// Joe Parlock
I’d never realised how much I needed Mirror’s Edge with a Studio Ghibli coat of paint until I saw the Kickstarter for Failsafe. Developed by Game Over, it appears to combine Mirror’s Edge, Studio Ghibli, Sh...
Angels with Scaly Wings photo
Angels with Scaly Wings

How to bang your dragon: Dragon dating sim revived

Angels with Scaly Wings
Nov 02
// Steven Hansen
"I'm imagining the beginning to Stand By Me, but, instead, 'Hey, kid, you ever plow a dragon?'" Crude. But that's what I had to say about Dragon Dating Simulator last year. The project ultimately missed its funding goal, onl...

Review: Poncho

Nov 02 // Laura Kate Dale
Poncho (Mac, PC [reviewed], Vita, Wii U)Developer: Delve InteractivePublisher: Rising Star GamesReleased: November 3 (PC, Mac), TBA (Vita, Wii U)MSRP:  $14.99, £10.99Rig: Intel Core i5-4690K @ 3.5 GHz, with 8GB of RAM, Nvidia GeForce GTX 960, Windows 7 64-bit Having witnessed the end of the world, robotic protagonist Poncho sets out in search of a gigantic tower, in the hopes that tracking it down will allow the world to be saved. Poncho is a side scrolling, pixel art, 2D platformer with a twist. While parallax layers are generally only aesthetic, in Poncho you play an adorable robot who can leap at will between foreground and background environment layers. Jumps between layers take into account your vertical height. Momentum is conserved during the layer jump, so the challenge is getting yourself into the perfect gap at the perfect time. The biggest problem with Poncho, as well as the biggest strength it had going for it, is the way puzzles are designed to incorporate switching layers. When the puzzles work they are fantastic. Jumping off a foreground platform, timing your layer switch perfectly so you land on a background platform, continuing your movement to leap and mid-jump switch again to catch yourself in box, before switching forward one layer further to drop a small distance to safety. When layer switching puzzles are well thought out, they are a joy to play through.  [embed]318651:60965:0[/embed] When those puzzles fall apart in execution, the game tends to become a frustrating mess, where progress is arbitrarily slow, and lengthy twitch challenges are presented with minimal safety nets. Vertical jump puzzles that go on far too long, with failure resulting in starting from scratch. Horizontal jumping challenges where numerous platforms switch layers at differing speeds, without the ability to study all of them in advance of attempting the challenge. Solid platforms that incorrectly register as having been landed on, causing infinite falling loops. A good chunk of Poncho's level design stopped being inventive and ended up simply frustrating. Also of note, often Poncho feels like its reaction-based platforming and slow, methodical exploration gameplay are at odds. Keys hidden through the world need to be collected to progress, but often I missed hiding places in the world because I was too concerned with managing to complete a lengthy, safety net-free challenge. When the only chance to collect information on a puzzle is while half way through it, searching for progression-unlocking keys was the last thing on my mind. Ultimately I'm left at a little bit of a loss with Poncho. It's a great concept, and when it's working it's a great inventive challenge, but when it goes downhill, it put a huge damper on my experience as a whole. I wanted to like it, but it was tough given some of the rough puzzle and level designs on show. [This review is based on a retail build of the game provided by the publisher.]
Poncho review photo
Adorable concept, poor execution
The first time I played Poncho was at EGX around two years ago. Its unique visual identity, compelling set of gameplay mechanics, and endearing protagonist drew my attention among the crowd of other indie games playable at th...

Crowtel photo

Crowtel is cute and pay what you want

Pay for it with a (bird) song
Nov 01
// Nic Rowen
I've only spent about 15 minutes with Crowtel and it's already winning me over. Released earlier today by indie developer Sinks, Crowtel is a sweet little platformer about a Crow trying to tidy up his surreal hotel before a p...
Lovers in a Dangerous photo
Lovers in a Dangerous

Sup Holmes embraces nothingness with Asteroid Base

Sup Holmes every Sunday at 2:30pm EST!
Nov 01
// Jonathan Holmes
[Sup Holmes is a weekly talk show for people that make great videogames. It airs live every Sunday at 4pm EST on YouTube, and can be found in Podcast form on Libsyn and iTunes.] [Update: Thanks so much to...
Sup Holmes photo
Sup Holmes

A look at the evolution of the games industry with 3 veteran developers

Sup Holmes every Sunday at 2:30pm EST!
Nov 01
// Jonathan Holmes
[Sup Holmes is a weekly talk show for people that make great videogames. It airs live every Sunday at 4pm EST on YouTube, and can be found in Podcast form on Libsyn and iTunes.] Hope you all survived Hall...
Indivisible photo

Lab Zero to launch Indivisible PS4 demo on Nov. 3

It takes a golden calculator
Oct 30
// Mike Cosimano
Today, Lab Zero Games and 505 Games announced a PS4 version of their Indivisible prototype, to be released on November 3 for all PlayStation Network users. If you have a computer and want to play the prototype right away...

Review: Human Resource Machine

Oct 30 // Laura Kate Dale
Human Resource Machine (PC [reviewed], Wii U)Developer: Tomorrow CorporationPublisher: Tomorrow CorporationReleased: October 15, 2015MSRP: $9.99, £6.99 Human Resource Machine is a game that functionally aims to teach its players basic visual programming logic. You are a human, programming analogue tasks need completing on a day to day process. Players will need to create a visual programming loop that will allow you to mindlessly complete your task over and over. The reason you need to do your job in an efficient, automated, programming manner? Robots are coming to take your job. Initially, these programming tasks are accessible enough for non coders to wrap their head around quickly. Need to transport all inbox items to the outbox in an unchanged order? Take an item from the inbox, take it to the outbox, loop back to the start until everything has been moved. Need to take a pair of inbox items and take them to the outbox, but in the opposite order? Take the first item, place it on the floor, take the second item to the outbox. Pick the first item off the floor, take that to the outbox. Jump to the start and repeat. The problem is, around half way through the game starts requiring you to understand programming logic concepts it hasn't taught you before. Reading up on these concepts online can be complex, and working out how to build a programming function after only short while being hand held through basics can be rather frustrating. [embed]318222:60916:0[/embed] Here's one: build a machine that recognizes zero sum strings, then add up everything in the string, then create a Fibonacci sequence up to but not exceeding the value of your zero sum string, and place all values from the resulting Fibonacci sequence into the outbox using a limited set of tools. You can copy from or to limited memory spaces on the floor, add held and stored values together or increase a memory value by one. That kind of logic takes several considerable leaps, on top of trying to master a technique you only just learned for the first time. I think ultimately this is my biggest problem with Human Resource Machine. It's presented in advertising as a step by step tutorial on learning programming logic, but for newcomers to code some of the logical leaps are to complex to get through any method besides trial and error. For those who already program, much of the early game will likely be too easy. I feel like Machine doesn't really commit fully to being a game for new coders or for experienced programmers. It tries and fails to straddle a difficulty line. The game's plot is also essentially non-existent. The trailer tells you robots are coming for your job, which would clearly be better performed by a robot. Eventually, robots arrive and are better at your job than you. Some of the hints of an interesting story are there, but there is no pay off at all. Considering the subtly delivered narratives in World of Goo and Little Inferno, this was a real shame. Still, let's talk a little about what Human Resource Machine gets right. For those who keep up with the programming challenges as they are introduced, there are also a pair of optional optimization challenges for each puzzle -- such as, "have fewer than X instructions in your program," or "completely process the data in less than Y moves." Often it's impossible to complete both challenges with a single program, so it pushes you to re-optimize processes rather than just finding a solution that works. Learning where you could cut dead weight from a programming string felt hugely rewarding. The game also encourages players to not just successfully process a given set of data, but behind the scenes multiple sets of data are run through your program to ensure it works for every set, not just the current set. If a data set exists for which your program would break, that data set is provided to you, so you can debug the program step by step and see where it falls apart. The inclusion of step by step debugging tools to watch where your program's holes are was really beneficial, and encouraged understanding how your solution works, rather than just being content with the success itself. I came out of Human Resource Machine unsure who it was really designed for. It's at times too simple for experienced programmers, and often made leaps too large for beginners to overcome without obtuse outside research. While I had a sense of accomplishment every time I made progress, said progress at times felt like I was an infant thrown into water and expected to swim straight away. I might manage it, but it's not the ideal teaching method to leave me feeling comfortable going forward. [This review is based on a retail build of the game provided by the publisher.]
Human Resource Machine photo
My brain is not a machine
Tomorrow Corporation, the studio behind World of Goo and Little Inferno, is one of my favorite indie developers of the last couple of years. Known for creating polished indie games with accessible mechanics and interesti...

WayForward photo

One of WiiWare's best games is now on mobile

WayForward's Lit is back on iOS, Android
Oct 29
// Kyle MacGregor
WiiWare may not be fondly remembered by many, but for years Nintendo's old digital platform was one of my favorite places to discover hidden gems. In fact, some of my favorite games from the last generation (Lost Winds, ...

Review: Overlord: Fellowship of Evil

Oct 29 // Jed Whitaker
Overlord: Fellowship of Evil (PC [reviewed], PS4, Xbox One)Developer: CodemastersPublisher: CodemastersReleased: October 19, 2015MSRP: $18.99 When Codemasters announced it was making another Overlord game, it was met with excitement. That is, until people saw the gameplay; a top-down hack and slash Diablo-like. After having played the full seven-hour campaign, I can tell you if you were expecting a bad Diablo clone, you weren't far off. The combat feels like a combination of Diablo and the Gauntlet series: mindless button mashing and killing lots of enemies. Let me stress that when I say mindless, I mean mindless; there were times I could literally feel myself looking away from the screen and staring at the beige walls in my lackluster apartment while I instinctively mashed the attack button, not a thought going through my mind. I've played lots of dull games in my day, but this one takes the cake and takes a giant dump on it, then throws it into a dumpster half filled with water, trash, and drowned rats. While that description may make it sound interesting, I assure you this is one train wreck you won't want to go near, or even look at. Fellowship of Evil's visual style reminds me a lot of early Unreal Engine 3 games, as the game is mostly shades of brown, red, blue, and gray. There are only a few different locales you'll visit, and only one single level was easy on the eyes, which is the very last level that somehow bursts with color. [embed]317942:60902:0[/embed] Aside from trudging through long, ugly levels with snooze-fest combat, there are puzzles to complete, if you can call them that. Is it really a puzzle if the answer is mere feet away, or if the camera obnoxiously pans to the next step in the puzzle as if  you couldn't have just figured it out yourself? These sorry excuse for brain teasers have you stepping on switches in a certain order or sending the correct colored minion through colorful fire to step on a switch to open the gate to the next area, just so you can continue mindlessly beating swarms of the same few enemies, over and over and over. Since this is supposed to be a co-op RPG, up to four people can suffer through this monotony together, gathering loot after each wave of enemies is destroyed throughout levels. Instead of having loot drop from enemies, Codemasters decided to spawn tons of breakable chests that explode, throwing various forms of currency in all directions. The first time this happens I couldn't help but feel excited, but after seeing it over 50 times I couldn't be bothered to care. Each form of loot can be used to upgrade your character and minions, as well as purchasing new weapons; none of which are needed. Every character feels very overpowered and upgrades only make them more so, so there ends up being very little challenge by the end. Minions can be used for combat, but seem to serve little purpose other than distracting enemies, which isn't really necessary since they can easily be stun locked just by chipping away at them until they are dead. Some boss fights require minions, but use the same colored fire gimmick as the puzzles, and are just as mindlessly dull. Not only is this sorry excuse for a game boring and ugly, it is also quite buggy. Various times throughout my play through I encountered enemies freezing in place on death, or comically flying up and off the screen. While playing on couch co-op only the first player actually gets any loot, while the other players can collect loot but not spend or save it, thus just denying loot from player one. This may be by design as I was playing on the PC through Steam which has no way of signing in multiple players to their accounts, but Codemasters should have thought of that when it decided to sell the game on Steam in the first place. I played a majority of this game online, or at least in the online mode as only one time did a random player join my game. In the middle of a level another player popped in, helped for a bit, then disappeared before the level was over with, and that was it. It seemed like a smooth experience, but clearly there aren't a lot of people playing this online, nor should there be, because it is utter tripe. The only enjoyable part of the entire experience was the writing and voice acting. Gnarl, the narrator from the original games is back and leading the charge again, making clever little quips and jokes along the way. Hilarious but I don't think many people are willing to eat a shit sandwich to get to a diamond, or in this case a few chuckles. Overlord: Fellowship of Evil is an experience I'll be glad to forget: a mindless, tedious, boring excuse for a game that tortures the player throughout, much like the characters in the game torturing the poor souls of the innocent. Maybe that is the point and Codemasters has done an amazing piece of art. As if.
Review: Overlord: FoE photo
Shit. That would be my review of Overlord: Fellowship of Evil if one word reviews were passable, but since that isn't the case I guess I'll give you all a few paragraphs describing shit. Are you one of the few people who remember the Overlord series with fondness? Then stop reading now and forget this game ever existed, you'll be better off having never played it. 

Rocket League mutators photo
Rocket League mutators

Low gravity and cubic ball are mutators headed to Rocket League in a free update

Watch a preview tomorrow
Oct 28
// Darren Nakamura
Rocket League fans will probably want to just skip ahead and watch the video below. It gives brief mention to the additions Psyonix is making to the car soccer game next month. It goes by pretty quickly, so I took the time to...

Review: Assault Android Cactus

Oct 28 // Chris Carter
Assault Android Cactus (PC [reviewed], PS4, PS Vita, Wii U)Developer: Witch BeamPublisher: Witch BeamReleased: September 23, 2015 (PC) / TBA 2016 (PS4, PS Vita, Wii U)MSRP: $14.99 Although Cactus starts with a cute little intro video that sets up the whole shooty affair, it's a fleeting moment, as the game quickly centers in on gameplay over exposition. It essentially features a galactic police officer named Cactus, who crash lands into a gigantic spaceship and saves three other bystanders from certain death. United, they band together to defeat the mysterious evil force on board, headed by four guardians (boss characters). Cactus has one hell of a presentation for an indie project. While the narrative might be light (voice acting is few and far between), the visual style makes up for it in spades. Every character looks and feels different, and the enemies are varied to the point where each individual baddie requires a slightly different strategy. The sound effects are spot-on and have a weight them, and the musical score is more than enough to get you in the mood to shoot things. What I really like about Cactus is that each stage feels unique. Most of them are confined arenas, but the vast majority of them morph as the level progresses in interesting ways. For instance, one starts off with mysterious boxes littered about the landscape, which sequentially explode, opening up more of the map, at the cost of another giant enemy to fight. Other arenas feature small scrolling sections similar to a dungeon crawler, or fixed areas that add hectic hazards to the mix periodically. [embed]317399:60845:0[/embed] Each character has a different main weapon (from a typical shoot 'em up single-shot cannon to a shotgun), and a temporary alternate fire triggered by dodging. My personal favorite pick is Aubergine, who has a droid as her main ability (which can be controlled remotely, and independently from her own movements), and a singularity gun as her alt fire. Cactus is a twin-stick shooter for sure, but its core concept is what sets it apart -- the battery mechanic. With Cactus, your battery is perpetually running out, and only killing massive amounts of enemies will yield you a recharge power-up. If you take too much damage you'll simply fall down, with the power to mash buttons and pick yourself back up. For reference, four players are supported locally, and all of them share the same battery. Things can get pretty crazy, especially with the sheer amount of enemies the game throws out. You have to be constantly moving to stay alive, taking advantage of the various pickups like speed or firepower boosts, along with lockdown icons that temporarily disable all the enemies on-screen. If you aren't always moving around and seeking out batteries and power-ups, you won't make it far. The story mode will only take you a few hours to complete (or less), but Cactus shines when playing with friends -- plus, there's additional "Infinity Drive" (survival) and "Daily Drive" modes to conquer. Assault Android Cactus kind of snuck up on me, and is easily one of my favorite shooters of the year. I'm really interested in seeing what developer Witch Beam comes up with next. [This review is based on a retail build of the game provided by the publisher.]
Assault Android Cactus photo
A fantastic twin-stick fix
Every once in a while a game slips past my grasp due to any number of assignments that I have to tackle at a time. One such title is Assault Android Cactus, which I really enjoyed during its Early Access incarnation, and happened to launch just recently on Steam. I regret not jumping into the final version immediately, as it's one of the best twin-stick shooters in a long while.

Pug Butts photo
Pug Butts

Sniffing pug butts given an accessible controller for disabled gamers

Detachable butt in the full release
Oct 28
// Joe Parlock
Butt Sniffin Pugs is a game about exactly what you’d expect: walk around a park, sniff pug butts, get new abilities, sniff more pug butts. While that does sound wonderful, there are other people on this site who have mo...
PlayStation 4 exclusive photo
PlayStation 4 exclusive

PlayStation 4 enabling DJs with Avicii music rhythm game Vector

This is the world we live in now
Oct 27
// Steven Hansen
In 2015, 1 out of 3 humans are DJs. This has led to global gridlock as necessary goods and services plummet under insistence that, "you should come see my set." The population rate is in decline, too, as more men become DJs;...
Boundless photo

Boundless is wandering onto your PS4 via a weird portal in 2016

Where are you going little creatures?
Oct 27
// Laura Kate Dale
I have literally no idea what Boundless is, but it looks pretty damn interesting. Some kind of 3D adventure game with a voxel art style where you walk through shimmery ethereal portals in the world maybe? Those portals look pretty cool in motion, that much I know. So, what do you make of this reveal trailer for Boundless? Whatever it is, you'll be playing it on PS4 in 2016.
Free games photo
Free games

Steampunk mini-golf game is free on Steam all day

That's a lot of steam
Oct 26
// Brett Makedonski
High in the sky, above the clouds, there is a mini-golf course. That's what Vertiginous Golf would like you to think, anyway. And, up there, rounds are free forever if you click a few buttons right now. Steampunk mini-go...

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