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Twitch experiments photo
Twitch experiments

Twitch users will attempt to install Linux together

'A cooperative text-based horror game'
Oct 30
// Jordan Devore
Twitch stumbled its way through the Pokémon series. Slowly but surely, it conquered Dark Souls. But can strangers work together over the internet to install Linux? With enough time, probably! The stream starts tomorrow...

Review: Tales from the Borderlands: The Vault of the Traveler

Oct 20 // Darren Nakamura
Tales from the Borderlands: The Vault of the Traveler (iOS, Mac, PC [reviewed], PlayStation 3, PlayStation 4, PlayStation Vita, Xbox 360, Xbox One)Developer: Telltale GamesPublisher: Telltale GamesReleased: October 20, 2015 (Mac, PC, PS3, PS4)MSRP: $4.99, $24.99 (Season Pass)Rig: AMD Phenom II X2 555 @ 3.2 GHz, with 4GB of RAM, ATI Radeon HD 5700, Windows 7 64-bit [Editor's note: there will be no major spoilers present for the episode reviewed here, but events in previous episodes may be discussed.] At the end of the previous episode, so many questions were left unresolved. What happened to Felix? Where is Vaughn? How is Rhys going to deal with Handsome Jack? Who is the Stranger who kidnapped Fiona and Rhys to get the whole thing started? All of those questions get answered. The story of the Stranger is particularly well done. Over the course of the series it has become clear he was a known character. I had a couple of guesses, some of which were shot down along the way as people died. When it was finally revealed, it caught me by surprise, but doesn't feel like a cheap copout twist. Some hints were there on the way. The other big question looming over the series over its duration centers on Gortys. Most of the story takes place via flashback narration in which the perky robot is happy and healthy, but the present-day bits have had Rhys, Fiona, and the Stranger collecting her pieces all over again. What happened to her? [embed]315774:60751:0[/embed] It's a question I personally fretted over because Gortys has become my favorite character in the entire Borderlands universe. Her unrelenting optimism and childlike demeanor are so refreshing on the cutthroat planet of Pandora, giving her best lines that much more comedic weight. Gortys delivers several laugh-out-loud funny lines this time around, but a sad effect of Telltale design is that some players might never even hear them. My favorite came as a response to one of the dialogue choices. It almost makes me want to play through again just to see if there were any great lines I missed out on. This episode gives another substantial reason to warrant a second play through. Getting ready for the final confrontation, the usual gang of suspects has to put together a team, pulling from the supporting cast reaching back as far as episode one. In a move Telltale ought to adopt for all its series, it spells out exactly who is available and why or why not based on past choices. I covered for Athena when Janey was suspicious after the chase in Hollow Point, so she would be willing to fight with me again. I was hesitant to call myself a Vault Hunter, so Zer0 never took much notice and was unavailable. Not only would I have to replay this last episode if I wanted to see Zer0 in action again, I'd have to basically start from the beginning. Given how good this series is, I'm not upset about that. I doubt the final outcome of the fight with the Traveler is any different depending on which characters join in, but the battle itself is customized depending on who is there. It's intrinsically cool to see each character in action given the circumstances of the encounter, but I am reluctant to spoil the specifics. One of the aspects of this series that amazes me is just how impactful it can be on the Borderlands universe. What started out as a story about a middle manager and a lowly grifter has irrevocably altered Pandora as a whole. While The Pre-Sequel worked within the confines of the existing lore, providing back story for Hyperion and Handsome Jack, Tales builds new stuff on top, setting up for the inevitable Borderlands 3. Thinking of the future, there are a few open-ended plot points in this last episode. Though a lot of past choices were highlighted and their effects were explicitly shown, the choice that puzzled me the most is given to Rhys as he is describing his struggle with Handsome Jack. As far as I could tell, nothing in this series was affected by it despite its potentially huge consequences. Additionally, there's the very end. After the climactic battle with the Traveler, as the group is celebrating and grabbing loot, there's one final scene that might be setting up for a whole new adventure starring Rhys and/or Fiona. Whether that becomes Tales from the Borderlands Season Two or part of the mainline series, I don't know. But it will definitely get Borderlands nerds excited considering the possibilities. I cannot recommend Tales enough. Borderlands fans will love the fresh take on the dark comedy universe. Telltale fans will love the smart writing and callbacks to choices made throughout. People who don't fall into those categories might still love it because it is just that great. This last episode maintains the action, drama, and comedy present throughout the series. It ties up all the major loose ends while leaving just a hint of room for more to come. Most of all, it solidifies Tales from the Borderlands as Telltale's best series to date, a pinnacle of modern adventure gaming. [This review is based on a retail build of the game provided by the publisher.]
Borderlands finale review photo
Your journey ends here
[Disclosure: Anthony Burch, who consulted on the story for Tales from the Borderlands, was previously employed at Destructoid. As always, no relationships, personal or professional, were factored into the review.] What a...

Weird west photo
Weird west

Tactical weird western Hard West hits Steam soon

Supernatural strategy game
Oct 19
// Jordan Devore
I hope Hard West makes the most of its setting. It's a supernatural western with turn-based, tactical combat against cultists, cannibals, and demons. I've been keeping tabs on it since Steven's preview a couple months back (a...
Mushroom 11 screenshots photo
Mushroom 11 screenshots

Mushroom 11's world is beautiful desolation

Have some screenshots
Oct 17
// Darren Nakamura
Every so often a game comes along that lends itself to a big ol' screenshot gallery. To fit the bill, a game obviously needs to look good, but it also helps if it has a simple control scheme that allows easy access to the F12...

Review: Mushroom 11

Oct 17 // Darren Nakamura
Mushroom 11 (Linux, Mac, PC [reviewed])Developer: UntamePublisher: UntameReleased: October 15, 2015MSRP: $14.99Rig: AMD Phenom II X2 555 @ 3.2 GHz, with 4GB of RAM, ATI Radeon HD 5700, Windows 7 64-bit Creation through destruction is a central theme in Mushroom 11, represented both in its story and its gameplay. Here, players control a green slime mold with a peculiar trait: it will always try to maintain the same number of cells at all times. If one dies, another one grows anew. The kicker is that the new cell can appear next to any other currently living cell, so long as there's space for it in the environment. It can show up near where the original cell died, appear on the other side of the organism, or manifest in a totally different location if the mold has been split into two or more chunks. Instead of direct control over the blob, players are given what's basically an image editor erase tool. Click in a spot to designate a circular area that will destroy any cells within. Right click for a smaller circle and finer control. That's all there is to it. What results is a reversal in thinking in terms of movement across the desolate landscape. You don't have control of where it goes; you have control of where it doesn't go. Destroy in one place so you may create in another. [embed]316036:60766:0[/embed] The control scheme sets up for some great physics-based puzzling. Early on, the challenges are in reaching high objects, climbing steep walls, and clearing small gaps. Most are small feats of engineering, requiring the creation of towers and bridges with the ooze. Sometimes, this brings about a sort of "leap of faith" situation, where it can take ten or more minutes carefully constructing a shape that fits a puzzle's needs and very nearly clears an obstacle, but for the last push it requires a quick erasure of everything but the tip. It's a huge relief when it works, but an incredible bummer when it fails. Those who err on the side of caution may spend a lot of time tediously trimming cells one by one, hoping with each destroyed square, the new one will pop up in a desirable location. That example is a subset of one of my biggest problems with Mushroom 11. The cardinal sin of a physics-based puzzler is when the player knows the solution but cannot manage the execution. The tedium of the slow approach is one thing, but a small handful of puzzles get downright infuriating due to the semi-random nature of the cell growth. There was one in particular in the seventh stage that had me second-guessing my solution after almost an hour spent on it. I had the right idea, I was just not quite fast enough. When I finally did complete it, I didn't feel like I had done anything fundamentally different that time than I had during the hundred previous attempts. In broader terms, the difficulty of Mushroom 11 was a surprise. The first couple levels can be easily completed in less than a half hour. The next few clock in at under an hour. The seventh stage took me as long to complete as the other six combined. It is not messing around. Early on, a lot of the greater challenges are optional, rewarding players for exploration or going the extra mile. At the end, some of the mandatory challenges almost made me quit and the optional ones seem damn near impossible. I eventually had to take a break because my finger was sore from how hard I was holding down the mouse button. It's almost as if Mushroom 11 transitions from being a puzzler to an action game during the final act. Not only do some of the sections require precision, they also demand speed. The control scheme can provide for either on its own, but having both at the same time can take a bit of luck. The world this all takes place in is strangely beautiful. It paints a picture of an earth after humanity, full of desolation and decay. Each level has its own look to it, but the trend is toward less machinery and more nature as the game progresses. Humans may be gone, eradicated or forced to flee, but life still goes on in their wake. Again, creation from destruction. Overall, Mushroom 11 is a worthwhile experience. It has its missteps, most notably when its puzzles favor brute force over elegance or when it doesn't play to its unique control scheme's strengths. But its uniqueness is its greatest asset; there isn't anything else quite like it out there, and it takes a different kind of thinking to get through. I wouldn't be surprised to hear some may abandon it before finishing due to its difficulty, but I also wouldn't be surprised to see diehards pop up, going for the no-death and the 100 percent runs. For me, I'm totally happy with my single playthrough. [This review is based on a retail build of the game provided by the publisher.]
Mushroom 11 review photo
Doesn't quite go to 11
From the beginning, Mushroom 11 establishes itself as something different. Though it has been done before, the whole concept of traveling from right to left in a 2D game can still be jarring simply because of its rarity. It s...

Europa DLC photo
Europa DLC

The Cossacks coming to Europa Universalis IV this year

Plus free update to the game
Oct 15
// Steven Hansen
I've always liked the word "Cossack." It's fun to say, it's got two c's and two s's, it's how John Cusack's name should be pronounced, and it's basically a mashup of "cock" and "ballsack." So I was with the Cocksacks until t...
Wanderer photo

Feast your eyes on sci-fi platformer-RPG Wanderer

Lo-fi Firefly
Oct 14
// Darren Nakamura
When it comes to pixel art, there is good stuff and there is bad stuff. Recently launched on Kickstarter, Wanderer falls easily into the former category. I just love the look of the pixelated characters on the more painterly ...
Firewatch photo

Firewatch is such a lovely looking game

Releasing February 9, 2016
Oct 12
// Jordan Devore
I'm supposed to tell you that Campo Santo's wilderness-set exploration mystery Firewatch will release on February 9, 2016 for PlayStation 4, Windows, Mac, and Linux. That's the news today. But I've fallen into an image gallery wormhole, and I'm taking you with me.
Fungal Asshole photo
Fungal Asshole

Indie dev's angry rant demonstrates the stress after being Kickstarted

Or is it all satire?
Oct 08
// Jed Whitaker
Having never heard of Elysian Shadows -- a 2D RPG that was Kickstarted for PC, mobile, Ouya, and even Dreamcast -- I stumbled across the above video of one of the developers, Falco Girgis, seemingly going off. Apparentl...
Broforce photo

Are you patriotic enough for this Broforce ballad?

Urge to salute... rising!
Oct 08
// Jordan Devore
Broforce is almost done with Steam Early Access. The run-and-gun game starring action-movie lookalikes will see a full release for Windows, Mac, and Linux on October 15, 2015. Next up? Hell. Literally! In upcoming levels, the bros will wage war against Satan. Sounds about right. Until then, get ready to shed a few tears while watching this loving tribute to America.
Telltale Borderlands photo
Telltale Borderlands

Tales from the Borderlands finale releases on October 20

Here's a teaser for it
Oct 08
// Darren Nakamura
You might have heard how the first episode of Tales from the Borderlands is now available for free. If you haven't, well, Telltale really wants to drive that fact home. That's how they get you. The first hit is free. You want...
Astroneer photo

Reshape planets with a friend in Astroneer

I'm so into this
Oct 07
// Jordan Devore
It's morning still. I feel way too groggy to let out an audible "whoa!" while watching a trailer for a video game, but Astroneer managed to elicit one anyway. Two, actually. It was the player-controlled terrain deformation th...
Indivisible photo

Skullgirls dev's metroidvania RPG Indivisible is looking pretty dang good

Up on Indiegogo, with a playable demo
Oct 05
// Darren Nakamura
Back in July we got a barebones announcement that Skullgirls developer Lab Zero Games has been working on a role-playing game called Indivisible and that it would begin a crowdfunding campaign for it late in September. It's ...

Review: Read Only Memories

Oct 02 // Ben Davis
Read Only Memories (PC [reviewed], Mac, Linux)Developer: MidBossPublisher: MidBossReleased: October 6, 2015MSRP: $9.99 The story of Read Only Memories begins with the appearance of a peculiar robot named Turing, who breaks into the player character's apartment after their creator, Hayden, was mysteriously kidnapped. Turing decides that the player character, who is a journalist and a friend of Hayden's, is the most statistically likely to be able to help them. Thus begins the search for Hayden in the technologically advanced, cyberpunk-inspired city of Neo-San Francisco in 2064. In this futuristic setting, scientists have discovered many new ways of enhancing the human body through cybernetics as well as genetic modification, meaning it's common to see people with robotic limbs, blue skin, rabbit ears, and other such bizarre enhancements walking around as if it's completely normal. Not to mention the ROMs, robots like Turing, which are just as commonplace and are on the verge of becoming sapient, able to think and feel as humans do. As expected, anti-hybrid and -cybernetic groups such as the Human Revolution have begun to pop up warning people of the dangers of such technologies. [embed]313479:60589:0[/embed] During the player's search for Hayden, they will meet a colorful cast of strange and interesting characters and be asked to participate in some rather shady activities, sneaking around the law in an attempt to learn secrets and uncover truths. Some characters can be trusted while other cannot, but they're all able to provide leads, information, and other helpful things if the player can successfully persuade them. The gameplay largely consists of your typical point-and-click adventure mechanics, nothing really new here but it works just fine. People and objects can be interacted with by looking, touching, talking, or using an item. Interacting with the same thing multiple times might yield different results, so sometimes it's a good idea to look at, touch, or talk to someone or something more than once. There's also a wide variety of items at the player's disposal, which can be picked up and used in certain situations. There is no item combining to be done, however, and pixel hunting is not a problem since anything that can be interacted with will be highlighted by mousing over it, so many of the more annoying adventure game elements were left alone. Much of the gameplay centers around conversations and choosing dialogue options, but there are plenty of puzzle-solving sections as well. These include direct puzzles, such as looking at a map and closing off intersections in order to divert a cab back to the player, as well as more indirect puzzles like trying to find the right item to gain access to a house or figuring out how to coerce someone into giving up information. None of the puzzles are too obtuse, and some of them are rather forgiving if the player messes up at first. The story features several branching paths and alternate endings, depending on how the player chooses to interact with characters and how successful they are at figuring out puzzles. It's possible to befriend or make enemies with several of the characters, so try and decide who will be the most helpful and choose the appropriate responses. Breaking the law and causing mischief seem to be unavoidable, but how it's done is up to the player. As most of Read Only Memories involves reading text, I found the writing to be entertaining and engaging, if overly-technical at times. They did a great job of giving every character a thorough backstory, making each of them interesting and relatable with their own quirks and behaviors. I particularly enjoyed Turing's fondness for painting and the player character's strange obsession with plants. There were, however, a few groan-worthy references and an occasionally disappointing lack of variety in dialogue options. Read Only Memories originally set out to do one thing: foster the inclusion of diverse characters, especially those of the LGBT persuasion. Thankfully, the end product is much more than just that. The characters' sexualities and gender identities, which include plenty of gay and straight, trans- and cis-gendered individuals, are revealed in a natural way or left up to the player's imagination. Meanwhile, we have a story built around mystery and intrigue, with topics of crime, technology, and politics taking the forefront of the discussion in the lives of these characters who just happen to be a certain way. Personally, I felt the LGBT themes were handled appropriately and naturally without being too heavy-handed, but I'm sure some will disagree with me. I would recommend Read Only Memories to anyone who enjoys point-and-click adventure games, as it's an excellent addition to the genre, borrowing many of its key elements while ditching some of the more obnoxious ones. It's also a great choice for anyone who is looking for more diversity in their video games, as it does a wonderful job of promoting inclusion without making it the sole focus. Plus, there's an awesome, adorable little robot friend to hang out with, and who doesn't want that? [This review is based on a retail build of the game provided by the publisher.]
Read Only Memories review photo
Cyberpunk chic
MidBoss, the team behind the LGBT-centric gaming convention, GaymerX, has been having quite a successful time lately. After reaching its Kickstarter funding goals at the end of 2013, the team has been hard at work creating it...

Minecraft: Story Mode photo
Minecraft: Story Mode

Meet the cast of Minecraft: Story Mode with this trailer

'I'm a PC'
Oct 01
// Darren Nakamura
Minecraft: Story Mode officially kicks off on October 13 with its first episode The Order of the Stone. Though we previewed it recently at PAX Prime, there haven't been any trailers for it since the teaser back in July. With ...
Humble Bundle photo
Humble Bundle

Can't say I love this Humble Indie Bundle

It has Skullgirls, at least
Sep 29
// Jordan Devore
The Humble Indie Bundle 15 doesn't speak to me, overall, but that's not to say it won't work for you. It might! The lineup is varied, which has me curious to see what games will be added. Pay what you want: Sir, You Are Bein...
Mushroom 11 release date photo
Mushroom 11 release date

Mushroom 11 spreads its spores on October 15

National Mushroom Day
Sep 28
// Darren Nakamura
Back when I first played Mushroom 11, more than a ago at PAX East 2014, it was a cool concept. Judging by the launch trailer below (and Brett's preview from earlier this year), Untame has really expanded on that concept, work...
Mighty No. 9 photo
Mighty No. 9

Mighty No. 9 has settled on a release date

Here comes the shade
Sep 25
// Jordan Devore
Mighty No. 9 has a new release date: February 9, 2016 in the Americas, and February 12, 2016 everywhere else. That goes for physical and digital versions on Xbox One, PS4, and Wii U, and digital only on Xbox 360, PS3, PC, and...
Frog Fractions photo
Frog Fractions

Where in the world is Frog Fractions 2?

We might have our next clue
Sep 24
// Jordan Devore
The jig is not up. We still don't know the secret identity of Frog Fractions 2, the Kickstarter-funded sequel to the most interesting game I played on November 9, 2012. For all we know, it's lurking among us with an unassumin...
Divinity redux photo
Divinity redux

Divinity: Original Sin should be the next great couch co-op game

Enhanced Edition coming to consoles
Sep 23
// Jordan Devore
If I'm going to play Divinity: Original Sin -- and I'm told that I absolutely should -- I'd prefer to do so cooperatively on a single screen. That's the topic at hand for this Enhanced Edition trailer. To recap, Enhanced Edit...
Kickstarter photo

P.T. lookalike Allison Road turns to Kickstarter

Fingers crossed
Sep 21
// Jordan Devore
There's a chance Allison Road can fill the heartbreaking void left by P.T., and I sure am rooting for it. But it's going to be a real challenge for the small team at Lilith to meet such lofty expectations. The game's Kickstar...

I've never seen a horror game quite like Noct

Sep 21 // Jordan Devore
Noct photo
Creepy thermal imaging
I've heard of Noct. Looked at it. Read about it. But, somehow, I didn't realize until today that it's built for multiplayer. Publisher Devolver Digital even describes it as "a 2D top-down multiplayer survival horror game." Wh...

Relativity photo

So long Relativity, hello Manifold Garden

Name change alert
Sep 16
// Jordan Devore
I like one-word names, a lot, but Manifold Garden is far more memorable than Relativity. According to designer William Chyr, among other things, the title "didn't fit the direction the game was going." So, there we go: when y...

Review: Dropsy

Sep 15 // Zack Furniss
Dropsy (Android, iOS, Linux, Mac, Windows [reviewed])Developer: Tendershoot, A Jolly CorpsePublisher: Devolver DigitalReleased: September 10, 2015 (Windows, Mac, Linux) / TBA (Android, iOS)MSRP: $9.99 Last week I said that Dropsy's music was "brimming with the earnestness you feel when you're about to tell someone you love them for the first time." I'd like to extend that statement to include the entirety of the game. While it's hard to swallow that idea when it is juxtaposed against the titular clown's disquieting countenance, I assure you that his adventure is more uplifting than it is horrifying. Some background: Dropsy had always looked different, and had a hard time communicating with his fellow humans. Animals, however, always found a fast friend in him. This ability to talk to creatures furred or feathered gave him a skill to perform and please people with. Through use of this talent, Dropsy convinced the crowds to love him. He and his parents were Big Top circus performers until a mysterious accident set the tent and their reputations ablaze. Daddy Dropsy survived, but Mommy Dropsy didn't. A short cinematic conveys all of this to you, and your first "quest" is to leave a memento on your mother's grave in the cemetery on the other side of town. Though it starts off on a somber note, Dropsy quickly becomes an exploration of what it means to bring happiness to a stranger. Dropsy wants to hug everyone to show him that he loves them the way he hopes that they can love him, but most people aren't keen on the idea. By helping each NPC in the game by way of light puzzles, you can eventually earn that sweet, short embrace. Whenever Dropsy meets someone in need, thought bubbles appear over their heads to convey what it is they want or need. The difficulty lays in trying to parse what exactly these small pictures mean, and it can be frustrating at times. But the beauty of this is that it places the player right in Dropsy's clown shoes, effectively showing you how hard it is for the poor guy to communicate. If each character could just verbally tell you what they required, this would be a short game. But that isn't the world Dropsy lives in. Though there is the aforementioned main quest, Dropsy is non-linear in such a way that you can wander the entire city (a beautifully pixelcrunchy mish-mash of city, desert, bayou, and forest) within the first few minutes. People that you meet early on might have secrets that you won't unravel until the back half of the game, which I completed in about five hours. You'll gently float through town with your queue of animal buddies, spreading love to all who will receive the message. Most puzzles are solved by having the right item stored in Dropsy's overalls. These often won't require too much of you, though there are a couple of tricky scenarios in the latter half of the game. There are a couple of pixel hunts and logic leaps that aren't immediately apparent, but that is mostly in regard to side quests. You don't have to make everyone happy in order to complete Dropsy, but I recommend having multiple saves so that you can go back and earn all of those sweet hugs before the ending sequence locks you out. While many suspected that this would be a horror game before it came out or that there would be some disturbing twist halfway through, that never ends up being the case. Instead, this is a celebration of the small victories we achieve when we become even the slightest bit closer to someone. Dropsy's appearance lends itself to terror and has lead to his alienation, but his presence brings an indomitable cheer to anyone who gives him a chance. Every so often, Dropsy subverts this tone with an emotional kick right in your heart's crotch, and it hurts in the best way. In the interest of being as earnest as this game, I felt a hope while playing Dropsy that I don't usually associate with gaming. This a point-and-click where your main interaction with the world is a hug button. You can play as a dog who has a map with all of his favorite places to pee, who wiggles his eyebrows when he finds a new place to mark. You can re-unite families or learn more about your own. There's an optional button in the menu to turn on the sound effects for your clown shoes.  This levity, this world, and these people are going to be with me forever. If you've ever complained about there being too much violence in gaming, or that games are all the same, and you don't play this... I hope somebody hugs you.
Dropsy photo
The best hugventure you can embark upon
I finished Dropsy about a week ago. Though an increased workload at the ol' day job slowed down this review, I'm grateful that I had extra time to put together these thoughts. Most would take that to mean that Dropsy&nbs...

Afterbirth pre-order sale photo
Afterbirth pre-order sale

The Binding of Isaac: Afterbirth's pre-order discount is perfect

The price point of the beast
Sep 14
// Nic Rowen
The Binding of Isaac: Afterbirth is now available for pre-order on Steam with a hefty 40% discount that brings the price down to an entirely appropriate $6.66. Normally I don't advise pre-ordering anything, but given how much...
Binding of Isaac photo
Binding of Isaac

The Binding of Isaac: Afterbirth is releasing on October 30

Devil's Night
Sep 07
// Darren Nakamura
When Edmund McMillen brought word of the new Greed Mode in The Binding of Isaac: Afterbirth, most of the shouts in the comments were, "Looks great, when can we play it?" Soon enough. The features for the DLC are detailed over...

Review: FEIST

Aug 31 // Caitlin Cooke
FEIST (PC)Developer: Bits & BeastsPublisher: FinjiRelease: July 23, 2015MSRP: $14.99 In FEIST you control a small furry creature trying to make its way through a mysterious forest rife with larger, furrier, and angrier beasts who have a penchant for killing and/or capturing your kind. Along the forest path you encounter smaller monsters who, unsurprisingly, are also extremely hell-bent on killing you. The only protection you have is within the environment -- ie grabbing a stick, pinecone, or other forest object to hurl at the creatures, or if that fails then running away. Much of the game consists of learning these monsters’ patterns and using the environment to either avoid or directly confront the problem. Making use of the environment is also critical in progressing throughout the levels -- crates, sticky pine cones, ropes, and rocks are all puzzle mechanics which allow you to move through the game, sometimes while also being ambushed. There is very little direction in how to approach each situation, so often times arriving to the solution involves lots of experimentation and do-overs. For example, leveraging a crate as a shield against a dart-throwing centipede and pushing other monsters into the fray is a common tactic to avoid death. Nothing is randomized, even the behaviors of enemies are predictable, however FEIST manages to make each level extremely difficult by throwing a lot at the player. The encounters are sometimes clustered and can escalate quickly if not approached in the right manner. There aren’t any power ups in the game so relying on your platforming skills and muscle memory is key. In other words, FEIST is not a game where you have time to pause and think of what the solution is -- it’s best to run through, burn out, and repeat what you’ve learned from your death. I find that because of this premise, FEIST teeters on the edge of being almost too demanding. If you’re not able to master these precise movements and quick reactions, the game can become frustrating fairly quickly. The first couple of chapters through the forest were intriguing, latching onto more of a puzzle-solving nature, but sadly as I progressed I found the mechanics and monsters to be repetitive and annoying. The visuals are simple but captivating, displaying a bright and sunny environment beyond the veil of the dark forest -- a constant reminder that you’re trapped. The music is also entrancing, matching the ambience of the game and sometimes even providing a sense of calm in the chaos. I did find myself hoping for more setting to accompany the strife of actually making it through the levels -- as FEIST only has a loose story that wasn’t entirely clear, or interesting for that matter. Unfortunately, FEIST also suffers from a number of other issues. For a game that demands so much precision, so much is left out of the player’s hands. In many situations monsters have a hive mentality or tossing mechanism which essentially throws the player back and forth, making it useless to combat. It’s also impossible to tell how many hits you can reasonably take, as there is no health bar yet many ways you can get hurt to varying degrees. It’s also unclear when, or if, the game is saving your state. When dying, it brings you back to the beginning of the scenario as expected, however when exiting the game there is no clear indication of where you will begin when re-entering. At one point, I had spent an arduous amount of time getting through a level only to find that when I picked the game back up the next day, it had erased my progress and placed me back at the beginning of the chapter. Despite it drawing similarities from Limbo and other games in the genre, FEIST manages to separate itself and make the experience its own through dynamic gameplay and an emergent environment. However, that experience is a brutal one, and something that is extremely hard to swallow. Although its premise was simple and delightful at first, playing through FEIST was a trying experience and one that I would not want to repeat. Others who have a penchant for unforgiving games like the Souls series may find joy here, and if you’re looking for something more thoughtful or forgiving, keep walking.
FEIST Review photo
Masochism at its finest
FEIST is at first glance very reminiscent of Limbo, checking all the boxes in terms of its dark visuals, lonely atmosphere, eerie music -- it even has the same creepy, hanging crates and doom spiders. Despite the similarities...

Rocket League photo
Rocket League

Rocket League free for Steam Hardware preorders

In celebration of over 1 million sales
Aug 27
// Darren Nakamura
Rocket League has been an out-of-nowhere phenomenon. I had assumed its large player base was made up mostly of users who downloaded it for free through PlayStation Plus. As it turns out, it has sold more than a million copies...
Indie photo

Everyday Misanthrope challenges you to make people miserable

Very cathartic, text based experience
Aug 27
// Laura Kate Dale
Misanthropy is a very strange mindset to try and familiarise yourself with from an outside perspective. An intense dislike for humanity, at its extremes it can form the basis for many of the more upsetting personality types t...

Review: Capsule Force

Aug 25 // Jed Whitaker
Capsule Force (Linux, Mac, PC [reviewed], PS4)Developer: KlobitPublisher: Iron Galaxy StudiosRelease Date: August 25, 2015MSRP: $14.99 Two-on-two multiplayer matches make up the meat of Capsule Force across eight stages that each have an unlockable alternate variation. The matches consist of pink and blue teams working against each other to ride a tram to the other team's galaxy, which is trapped inside a -- you guessed it -- capsule. The first team to touch the other team's capsule wins. Capsule Force is easy to pick up and play. Grasping the controls fully takes maybe a match or two at most; you've got double jumps, an air dodge, normal shots, charged laser shots, a shield, and what I'd call blast jumping. Blast jumping can be performed by shooting the ground and then instantly jumping in the opposite direction for a faster and higher jump, which is vital for perfecting the game's single-player missions. Using the shield requires precise timing, but puts a bubble around your character preventing them from being harmed. Eventually you'll find out that air dodging allows you to double jump right away again, essentially allowing entire battles to take place mid-air. When attempting to kill other players, you've got two choices: normal shots or charging your shot to shoot a laser all the way across the screen, killing anyone it its path if they don't put up their shield. When using the laser, your character freezes in the air, allowing you to focus on aiming your shot. It is really satisfying to get a perfectly aimed mid-air laser shot killing both of your opponents and taking over the tram they were just riding.  [embed]306824:60087:0[/embed] Matches in Capsule Force are intense and hectic the whole time. Even if teams are pretty evenly matched, eventually the tram speed increases a great deal, allowing a quick turnaround for one side or the other. There were times when myself or my friends got a bit lost as to where we were on the screen due to this hectic nature, but it is all part of the fun. I will note, however, that some stages are similarly colored to the characters which can make it easier to get confused in than others. When not laughing your ass off in multiplayer, you'll tackle over thirty single-player missions. These consist of either rushing through stages as quickly as possible, or rushing through stages as quickly as possible while shooting targets. The target-shooting missions are reminiscent of the "Break the Targets" mode from the Super Smash Bros. series, and are just as fun. While it is a multiplayer-focused game, the single-player missions do add a nice distraction and practice, and those who complete them all will unlock stage variations, alternate costumes, and concept art. Giving single-player a purpose other than practice was a good choice, but locking multiplayer content behind it wasn't considering the limited amount of stages to begin with. The eight variations you unlock are essentially all new stages that just use the same backgrounds as the starter arenas, so they are certainly worth unlocking. Unlocking all the multiplayer content won't take more than an hour maximum for most players, so it isn't such a drawback.  If you're the kind of person who has friends over for couch competitive games, Capsule Force is easily recommendable as the multiplayer is a colorful, frantic, hell of a good time, but if you're a loner, give this one a pass. The limited single-player content won't hold your attention for long. I know I'll be playing Capsule Force at many of my shindigs in the future. [This review is based on a retail build of the game provided by the publisher.]
Review: Capsule Force photo
Blasting off again!
It is the far future, the year is 1999, and everything looks like a 1980s space anime; no, you're not tripping on mushrooms and having a flashback to your childhood, you're playing Capsule Force.   Capsule Force&nbs...

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