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	<title>The Indie Mine &#187; Xbox</title>
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		<title>Survivalist Review</title>
		<link>http://theindiemine.com/survivalist-review/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=survivalist-review</link>
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		<pubDate>Tue, 13 May 2014 09:45:46 +0000</pubDate>
		<dc:creator><![CDATA[Leon]]></dc:creator>
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		<guid isPermaLink="false">http://theindiemine.com/?p=12516</guid>
		<description><![CDATA[Attempt to survive in a zombie-devastated sandbox world in Survivalist for Xbox.]]></description>
				<content:encoded><![CDATA[<p>Being a fan of horror and of zombies in particular, I can get my fix of scares of brain-munching undead just about anywhere nowadays. The proliferation of the iconic undead monster has caused a massive flood of media ranging from movies to video games to books just itching to take a piece of the zombie pie. So much so that even myself, an avid fan of zombies, have become jaded in the face of whatever new medium comes along toting &#8220;zombies&#8221; and &#8220;zombie mode&#8221; and every other alteration they come up with. So I will be honest when I say that I did not have high expectations when I started playing <a href="http://survivalistgame.blogspot.ca/"><i>Survivalist</i></a><span style="font-style: normal;"> by &#8220;Bob the PR Bot&#8221; for the Xbox360 (via XBLIG). I went in expecting a low-fanfare slog through another aimless game; am I glad to say that I was dead wrong (pun intended) in that assumption.</span></p>
<p><i>Survivalist</i><span style="font-style: normal;"> is an isometric 3D sandbox RPG zombie survival game, with great emphasis on the survival aspect. You begin the game as Joe Wheeler who has been hiding in an underground bunker in an attempt to avoid the spreading zombie virus. Supplies have run out after a year, thus you must venture out and procure food and water in order to keep on living. Simple enough, until you realize that there are zombies running around and civilized life is all but wiped out. What follows next is your daily struggle in the search for food and supplies in order to keep you alive and safe from the hazards of a devastated, zombie-infested, gang-ridden land. This being an open-world game, you are free to roam anywhere you please in the search for more supplies. The further you stray from the safety of your bunker th</span><span style="font-style: normal;">ough, the more dangers lurk around every corner.</span></p>
<p><span style="font-style: normal;"><img class="alignright size-medium wp-image-12518" title="Survivalist Overview" alt="Overview" src="http://theindiemine.com/wp-content/uploads/2014/05/Screenshot14-300x168.jpg" width="325" height="181" /></span></p>
<p><i>Survivalist</i><span style="font-style: normal;"> focuses on a more realistic tone to the genre than most games do. While you do have the usual gunning and </span><span style="font-style: normal;">scavenging aspect as seen in similar games such as </span><i>DayZ</i><span style="font-style: normal;">, the core mechanic of </span><i><span style="text-decoration: none;">Survivalist</span></i><span style="font-style: normal;"><span style="text-decoration: none;"> focuses on community and humanity as a whole. When exploring </span></span><i><span style="text-decoration: none;">Survivalist&#8217;s </span></i><span style="font-style: normal;"><span style="text-decoration: none;">desert wasteland setting, you will often come upon other survivors of the zombie uprising. Each encounter can easily shape the outcome of your playthrough as every person you meet has their own personality, relationships, and personal goals and needs. Your actions upon meeting this person can easily determine whether they are a friend or foe, and they will remember your choice as well. Rob a passerby early in the game and later on in your next meeting they will remember your face with a seething look of hatred pointed your way and possibly the barrel of a gun as well. Begin friendly trades with a well-armed group and they will welcome you happily to their camp for further use and trade. The amount of work put into the AI to simulate a living and thriving community among the NPCs was simply amazing to see. The fact that I can slowly work my way into the good graces of a community by buttering up one or two members and see the results of my goodwill spread among the rest of the members left me amazed.</span></span></p>
<p>Speaking of community, it is not solely limited to pre-established NPC clans. The option is there to build your own community as well. With enough supplies, manpower and skills, you can build your very own fortress to house yourself and any friends you make on your travels. One key member you will come across very early in the game is a woman named Alice who is a diabetic and requires a daily dose of insulin in order to keep her alive. With her among your group, not only do you need the basic necessities but you also need to procure a regular supply of her medication. In a world devasted by a zombie plague, modern medication such as insulin does not come readily available, with the few caches coming in at a steep price. Do you keep her with you and attempt to save what humanity is left, or do you simply abandon her, leaving her to a grim fate?</p>
<p><img class="alignleft size-medium wp-image-12519" alt="Robbery" src="http://theindiemine.com/wp-content/uploads/2014/05/Screenshot16-300x168.jpg" width="300" height="168" />In my playthrough, I decided to let her tag along with me and did the best of my abilities to keep her regularly supplied with her much-needed medication. I will have to admit that this hit a lot closer to home than I was expecting from a game. I come from a high-risk group of people for diabetes and my family does have a history of the condition. The fact that I got a small glimpse of what I may have to resort to if the collapse of civilization actually occurred, left me in contemplative silence. Not many games I have played have managed to evoke a feeling like this from me, it is both humbling and frightening when I think about it.</p>
<p>The gameplay itself is broken down into familiar action-rpg style mechanics. You have skills ranging from fitness, guns, farming, and construction. Each one can be leveled up by using that particular skill, with successive levels adding more benefits for your continual survival. More fitness for example can allow you to run further and carry heavier loads; better gun skills will allow you to aim more accurately, taking down zombies with ease. The zombies, while not as deadly as the human threats you may come across, are no pushovers themselves. Zombies in <i>Survivalist</i> come in various strengths which have been thoughtfully color coded as virus strains. The virus strains infecting the undead hosts range from a mildly annoying green, stronger blues, dangerous reds, and a rumored instant-death white. With skills you can manage each one with various difficulty, greens offering the least amount of danger and whites the most. Thankfully all the viruses save for the white strain can be combated with syringes called antigens in order to cure yourself of viral bites. These of course will further add to your list of much needed supplies. Getting bit by a zombie will mean death if the required antigen isn&#8217;t applied soon, so always carry a syringe or two while out scavenging.</p>
<p>I have to say I love this game. It&#8217;s a robust game filled with moral and physical obstacles while giving a grand look on the narrative of humanity and the choices we make. The graphics, while not the best looking, did the job well of playing out a world devoid of modern civilization. Abandoned towns looked eerie and foreboding, the game&#8217;s day/night cycle made you welcome the sun. Zombies looked grotesque and dead as they should; the interface offering multiple views and providing vital info when needed. The music in game added the appropriate amount of atmosphere, some more than others I might add. Having an easy, synthesized guitar track guide you along as you explore the vast desert inexplicably changing to a strange electronica tempo just felt jarring. Thankfully the majority of them fit right in and it didn&#8217;t distract me too much from the immersion of the game.</p>
<p><img class="alignleft size-medium wp-image-12517" alt="Bandit Raid" src="http://theindiemine.com/wp-content/uploads/2014/05/Screenshot9-300x168.jpg" width="300" height="168" /></p>
<p>The game is so close to being perfect, it has all the aspects I ever wanted in a survival game as well as adding in zombies and a well-defined &#8220;living world&#8221;. The sheer depth it offers with the narrative separates itself from the other similarly-themed games. With it&#8217;s glowing gameplay and mechanics I do see a rather major problem coming up during the endgame, that problem being a gentle downhill slope into repetitiveness. In my playthough one of my endgame goals was to have at least one survivor with maxed out skills. Once you form a basic community and you have people cordoned off and specialized to do certain work, you begin using those members solely for their best skill and rarely anything else. I had one member who was the main builder of the group while I was a skilled marksman and scavenger. I would need to grind construction skills with useless buildings and dwindling supplies just to be able to &#8220;win&#8221;. Thankfully I have yet to experience this part of the game, perhaps it may not be as bad as I think when I eventually do get to that point. Either way this is a cause of concern for me as using timesinks in order to win does not seem enjoyable in the least.</p>
<p><span style="font-style: normal;">Despite that, I think that </span><i>Survivalist</i><span style="font-style: normal;"> is great beyond all expectations and it has become my favorite game among all the titles being offered on XBLIG. It is nearly perfect and it outshines any other title I have played with the survival-horror-sim aspect. If you want a great survival game for a low price, get </span><i>Survivalist</i><span style="font-style: normal;"> as soon as you can. I guarantee it will keep you busy for hours. While it may not be as eye-opening to others as it was to me, I assure it will give you much food for thought.</span></p>
<p style="margin-bottom: 0cm; font-style: normal;" align="LEFT">Simply amazing.</p>
<p style="margin-bottom: 0cm; font-style: normal;" align="LEFT"><p><strong class="rating">Overall Rating:</strong>&nbsp;&#9733;&#9733;&#9733;&#9733;&#9733;&nbsp;</p></p>
<p style="margin-bottom: 0cm; font-style: normal;" align="LEFT"><a title="What does this score mean?" href="http://theindiemine.com/about/review-scoring-system">What does this score mean?</a></p>
<h5 style="margin-bottom: 0cm; font-style: normal;" align="LEFT">This game was reviewed using a copy provided by the developer for that purpose.</h5>
<p>&nbsp;</p>
<p>Other reviews:</p>
<p><a href="http://thexblig.com/2014/02/27/review-survivalist/" target="_blank" class="broken_link"><em>Survivalist</em> on theXBLIG</a></p>
<p style='text-align:left'>&copy; 2014, <a href='http://theindiemine.com'>The Indie Mine</a>. All rights reserved. </p>
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		<title>Magicians and Looters Review</title>
		<link>http://theindiemine.com/magicians-looters-review/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=magicians-looters-review</link>
		<comments>http://theindiemine.com/magicians-looters-review/#comments</comments>
		<pubDate>Tue, 25 Feb 2014 11:57:19 +0000</pubDate>
		<dc:creator><![CDATA[taviannapier]]></dc:creator>
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		<guid isPermaLink="false">http://theindiemine.com/?p=11812</guid>
		<description><![CDATA[For those looking for a Metroidvania experience, look no further. Magicians and Looters does not disappoint. ]]></description>
				<content:encoded><![CDATA[<p dir="ltr">During my early gaming days I loved game series like <em>Metroid</em> and <em>Castlevania</em>. They gave me a challenge, great story, and a sense of accomplishment, and I always loved to revisit them. <em>Magicians and Looters</em> takes me right back to those days of side-scrolling goodness. Not only did this game make me feel nostalgic it made me laugh numerous times along the way.</p>
<p dir="ltr"><em>Magicians and Looters</em> pays homage to old <em>Metroid</em>-esque side-scrollers and does it well. It has a beautiful 2D high-definition pixel artstyle, real time map system, items to discover, and skills to unlock. You play as three apprentice sorcerers aiming to save their mentor from the ominous castle Looter. In <em>Magicians and Looters</em> you switch between  Brent, Nyn and Vienna. Each character has access to the same magic abilities, but also have their own personal abilities. After the epilogue is finished you are able to switch between the three at any save point.</p>
<div id="attachment_11818" style="width: 310px" class="wp-caption alignright"><a href="http://theindiemine.com/wp-content/uploads/2014/02/9.jpg"><img class="size-medium wp-image-11818 " title="Bren using in game map" alt="" src="http://theindiemine.com/wp-content/uploads/2014/02/9-300x168.jpg" width="300" height="168" /></a><p class="wp-caption-text">Brent using in-game map</p></div>
<p>Brent is a classic warrior type, toting a sword and shield. He is the slowest of the three, but can use his shield to block incoming melee and projectile attacks from any direction. He later gains the ability to wall jump, a useful skill for solving puzzles, gaining loot and reaching hidden areas. Brent’s personality is very straightforward. He has good intentions but is very oblivious at times.</p>
<p>Vienna is the sister of Brent, and she’s a headstrong fighter type who specializes in speed and hand-to-hand combat. She is by far the fastest of the three and her only weapons are her fists. She can also equip the most accessories and has more abilities at her disposal than the other two. Vienna is my personal favorite because she has an “in your face” attitude that matches her fighting style. She has abilities like a high jump, wall run and a falcon kick (a likely nod to the Blue Falcon). Nyn and Brent occasionally mention that Vienna may have a screw loose. The fact that she unlocks abilities from her talking cat isn&#8217;t helping her case.</p>
<p dir="ltr">Nyn is a hardened ex-child mercenary that doesn&#8217;t back down from a fight, and she would be considered the rogue of the group. She can equip two swords, is speedy and has an evasive roll. She later attains the ability to slide, furthering her usefulness in evasion and obstacle clearing. She was my least favorite to play as, but I loved any of the dialog involving her. She is sarcastic, quick-witted and doesn&#8217;t pull punches when it comes to her opinions.</p>
<p dir="ltr">While I did find the game&#8217;s dialog funny, the actual plot lacked a bit. The story played off the popular cliches of older successes. A majority of the game’s talking has a satirical undertone that I loved, often taking jabs at current games versus the older ones. In one instance, two sorcerers converse about how sorcerers nowadays always use tutorials and teleporting instead of backtracking. I found this hilarious and spot on as today&#8217;s games have a tendency to spoon feed players. On random occasions and at save points, the main characters might have a chat with one another. This would at times provide backstory to one or more of the characters in a witty fashion.</p>
<div id="attachment_11817" style="width: 560px" class="wp-caption aligncenter"><a href="http://theindiemine.com/wp-content/uploads/2014/02/27.jpg"><img class="size-full wp-image-11817" title="King Looter" alt="" src="http://theindiemine.com/wp-content/uploads/2014/02/27-e1392849554751.jpg" width="550" height="310" /></a><p class="wp-caption-text">King of Looter</p></div>
<p dir="ltr">Exploration is encouraged and necessary. Rather than grinding to gain levels you must collect a certain number of orbs. These orbs are usually well hidden, and each time you level up the number of orbs required increases. This is a nice reward system for completionists and makes backtracking that much more worthwhile. Orbs aren&#8217;t the only things you will discover while exploring; weapons, accessories and even the occasional dungeon wall chicken are out there, ripe for the picking.</p>
<p dir="ltr">The gameplay is easy to get a feel for, and fans of older <em>Castlevania</em> games will feel at home here. For this review I played the PC version and used an Xbox 360 gamepad. The controls are pretty standard with jump, attack and ability buttons. The ability varies depending on the character selected; a block for Brent, back dash for Vienna, and roll/slide for Nyn. Activating the map is done in real time and fills in as you discover new areas. Holding down the right trigger gives you access to any magic abilities that you&#8217;ve unlocked including shooting fruit. Yep, in this game rapid fire fruit is a magic spell, attained from defeating the devious Fruit Magician.</p>
<p dir="ltr" style="text-align: center;"><iframe src="http:////www.youtube.com/embed/FHQ84QGzefw" width="560" height="315" marginwidth="0" marginheight="0" frameborder="0"></iframe></p>
<p>&nbsp;</p>
<p dir="ltr">I thoroughly enjoyed my time with <em>Magicians and Looters</em>, and I honestly hope that Morgopolis Studios puts out another one. With a $7.99 price tag it&#8217;s well worth the money. <em>Magicians and Looters</em> is available for PC and Xbox 360, and you can purchase your copy <a title="Magicians and Looters Official website" href="http://mal-game.com/" target="_blank">here</a>.</p>
<p dir="ltr"><p><strong class="rating">Overall Rating:</strong>&nbsp;&#9733;&#9733;&#9733;&#9733;&#9734;&nbsp;</p></p>
<p dir="ltr"><a title="Our review scoring system page" href="http://theindiemine.com/about/review-scoring-system/" target="_blank">What does this score mean?</a></p>
<p dir="ltr"><em>This game was reviewed using a copy provided by the developer for that purpose.</em></p>
<p>&nbsp;</p>
<p style='text-align:left'>&copy; 2014, <a href='http://theindiemine.com'>The Indie Mine</a>. All rights reserved. </p>
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		<title>Hive Review</title>
		<link>http://theindiemine.com/hive-review/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=hive-review</link>
		<comments>http://theindiemine.com/hive-review/#comments</comments>
		<pubDate>Fri, 03 Jan 2014 12:17:00 +0000</pubDate>
		<dc:creator><![CDATA[taviannapier]]></dc:creator>
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		<guid isPermaLink="false">http://theindiemine.com/?p=11083</guid>
		<description><![CDATA[We go into the world of Hive to experience a new kind of board game.]]></description>
				<content:encoded><![CDATA[<p><a href="http://theindiemine.com/wp-content/uploads/2013/12/HiveLogoCorrect.jpg"><img class="aligncenter size-full wp-image-11090" alt="HiveLogoCorrect" src="http://theindiemine.com/wp-content/uploads/2013/12/HiveLogoCorrect.jpg" width="600" height="267" /></a></p>
<p><i>Hive</i> is a board game like chess, but with colorful insects in place of the the traditional pieces. Published by Blue Line Game Studios, it&#8217;s available on Xbox Live and Steam, with Macintosh and Linux releases planned for the future.</p>
<p>As the title indicates, you&#8217;re building an insect hive not unlike a colony of bees, with a single queen supported by many workers. This structure leads to a number of logical rules: Your queen must be placed in the first four turns; no piece can be moved until the queen is in play; when placing a piece, it must be next to one of yours and cannot be next to the opposing team&#8217;s pieces; pieces must move in a sliding motion and can not move into a space where it wouldn&#8217;t naturally fit; and no piece may break the Hive, which means a piece may not move if it connects two or more other pieces. The rules aren&#8217;t too cumbersome making it easy to pick up, but a challenge to master.</p>
<p><a href="http://theindiemine.com/wp-content/uploads/2013/12/Victory.jpg"><img class="aligncenter size-full wp-image-11092" alt="Victory" src="http://theindiemine.com/wp-content/uploads/2013/12/Victory.jpg" width="409" height="231" /></a></p>
<p><i>Hive</i> is played on a dynamic hex map, and each game creates a unique board as pieces are placed. Once you learn the rules, play proceeds naturally and quickly.</p>
<p>Like the king in chess, the queen is the weakest piece and moves only one space at a time. The objective of the game is to surround the opposing player&#8217;s queen using any pieces, yours or your opponent&#8217;s. One move by the queen can turn the tide of the game.</p>
<p>Other pieces have their strengths and weaknesses. The ant is powerful because it can move anywhere, but frequently gets in the way of your own strategy as well as your opponent&#8217;s. The beetle can move in three dimensions to occupy a hex over other pieces, but only one space at a time. The grasshopper can move any distance through any other piece, but only in a straight line. And the spider, like the knight in chess, must move in a specific pattern over a specific number of spaces. An upcoming expansion will introduce a mysterious new pill bug piece to add more strategic options.</p><object data="http://www.youtube.com/v/gJI_9cnhEQU?version=3&rel=0&fs=1&showinfo=0" type="application/x-shockwave-flash" width="604" height="370">
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<p style="text-align: center;"><em> </em></p>
<p>The Steam version AI has four different difficulty levels, and provides a satisfying challenge. When playing I started off with a very aggressive tactic, going straight for the opposing queen. Over time I learned that I had to also protect my own queen in order to be successful at higher difficulties. I enjoyed the level of depth that can be applied once you master the basics.</p>
<p>My only complaint is that playing the AI can get dull after a while. Blue Line Game Studios plans to release their multiplayer patch soon. Player vs player is where I know this game will shine, so I was a bit sad that I didn&#8217;t get to experience that since the human factor is really a key element to games like these.</p>
<p>All in all<i> Hive </i>is both interesting and challenging, and will appeal to people who enjoy games like chess, checkers or other classic board games. You can get early access to the Steam version <a title="Hive early access" href="http://store.steampowered.com/app/251210" target="_blank">here</a>.</p>
<p><strong class="rating">Overall Rating:</strong>&nbsp;&#9733;&#9733;&#9733;&#9733;&#9734;&nbsp;</p>
<p><a href="http://theindiemine.com/about/review-scoring-system/" target="_blank">What does this score mean?</a></p>
<h5>This game was reviewed using a PC copy provided by the developer for that purpose.</h5>
<p style='text-align:left'>&copy; 2014, <a href='http://theindiemine.com'>The Indie Mine</a>. All rights reserved. </p>
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		<title>Rise of the Ravager Review</title>
		<link>http://theindiemine.com/rise-ravager-review/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=rise-ravager-review</link>
		<comments>http://theindiemine.com/rise-ravager-review/#comments</comments>
		<pubDate>Fri, 20 Dec 2013 12:50:14 +0000</pubDate>
		<dc:creator><![CDATA[Brandon Schmidt]]></dc:creator>
				<category><![CDATA[Game Reviews]]></category>
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		<category><![CDATA[PC]]></category>
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		<category><![CDATA[central america]]></category>
		<category><![CDATA[featured]]></category>
		<category><![CDATA[Gentleman Squid Studio]]></category>
		<category><![CDATA[gods]]></category>
		<category><![CDATA[Ikaruga]]></category>
		<category><![CDATA[Missile Command]]></category>
		<category><![CDATA[retro]]></category>
		<category><![CDATA[Rise of the Ravager]]></category>
		<category><![CDATA[shmup]]></category>
		<category><![CDATA[spotlight]]></category>
		<category><![CDATA[Zuma]]></category>

		<guid isPermaLink="false">http://theindiemine.com/?p=10952</guid>
		<description><![CDATA[Elements of Missile Command, Ikaruga, and more can be found in this entertaining game.]]></description>
				<content:encoded><![CDATA[<p><a href="http://theindiemine.com/wp-content/uploads/2013/12/RotR_Banner1.jpg"><img class="aligncenter size-full wp-image-11004" alt="Rise of the Ravager by Gentleman Squid Studio" src="http://theindiemine.com/wp-content/uploads/2013/12/RotR_Banner1.jpg" width="600" height="144" /></a></p>
<p>We receive a lot of review requests at The Indie Mine. While I would love to be able to support every indie dev out there with coverage of their game, that&#8217;s simply not possible. This also means that occasionally a gem or two will slip through the cracks. Thankfully, every so often one of them turns up again. In the case of <em>Rise of the Ravager, </em>I finally had a chance to play it at a recent <a title="Indienomicon" href="http://indienomicon.com/" target="_blank">indie expo</a> after not being able to squeeze it into my schedule when the game launched earlier this year. How&#8217;d it turn out? It&#8217;s an impressive blend of many classic game design conventions within one addictive package. To get a sense of what <em>Rise of the Ravager</em> is like, imagine if <i>Missile Command</i>, <i>Ikaruga</i>, and <em>Zuma </em>had a digital baby.</p>
<p>An ancient god is awakening in the cosmos and raining its minions down from the skies.  It&#8217;s up to the player to use a cannon and sharp reflexes to destroy the underlings before they can reach the planet&#8217;s surface. The twist is that combat is based on a color-matching system. Red enemies can only be destroyed by red cannonfire, blue by blue, and so on. The game was originally designed, in part, for the Xbox 360, so naturally enemies can appear in each of the four face-button colors. Swapping between the artillery is instantaneous and accomplished by pressing one of those buttons or the keyboard should the player opt for that on the PC version. Thankfully the PC version also offers gamepad support.</p>
<div id="attachment_11006" style="width: 610px" class="wp-caption aligncenter"><a href="http://theindiemine.com/wp-content/uploads/2013/12/RotR_Multiplayer.jpg"><img class="size-full wp-image-11006" alt="Rise of the Ravager multiplayer" src="http://theindiemine.com/wp-content/uploads/2013/12/RotR_Multiplayer.jpg" width="600" height="338" /></a><p class="wp-caption-text">You and up to 3 friends can challenge the gods themselves.</p></div>
<p>Not that the challenge ever lets up, but the player is given a helping hand with an upgrade system. Boosts to attributes like firing speed or new abilities like a screen-clearing bomb can be slotted using skill points earned during each stage. Simply surviving will net a few points, but extras are rewarded for taking no damage or destroying the occasional spy machine. After each round, points can be unslotted to be placed elsewhere. This certainly helped when I found out I went for the big boosts too early, or when I needed to refocus on damage for a boss level. Not all of the abilities are exactly clear on how they function or why they should continue to have extra points dropped into them, so the ability to undo mistakes is almost a necessary feature. It also brings just the slightest bit of an RPG element to the table and can help diversify the gameplay depending on the player&#8217;s choices.</p>
<div id="attachment_11005" style="width: 610px" class="wp-caption aligncenter"><a href="http://theindiemine.com/wp-content/uploads/2013/12/RotRUpgradeSystem.jpg"><img class="size-full wp-image-11005" alt="Rise of the Ravager upgrade system" src="http://theindiemine.com/wp-content/uploads/2013/12/RotRUpgradeSystem.jpg" width="600" height="338" /></a><p class="wp-caption-text">The upgrade systems allows you to spend &#8211; and later undo &#8211; points on powerful abilities.</p></div>
<p>If there&#8217;s an area where the game especially shines, it&#8217;s that the developers have done a fine job of pacing the difficulty. Enemies of increasing varieties of color are slowly introduced over the first half a dozen stages, giving the player a chance to mentally adjust to the increasing complexity. Eventually the opposition also brings new tricks like firing their own projectiles or releasing smaller minions, all of which also have to be destroyed. <em>RotR</em> nails that feeling of &#8220;just barely made it&#8221; that is the hallmark of a good shoot-em-up. Rarely did I ever feel overpowered because of the upgrades, and even though I failed a handful of times, I never felt cheated. That was even the case when playing through the game plus mode which is unlocked by beating the campaign.</p>
<p>The thematic presentation of the game takes a lot of its inspiration from ancient Central American influences. The colorful sprites and backdrops reminded me a lot of <em><a title="Zuma on the Xbox marketplace" href="http://marketplace.xbox.com/en-US/Product/Zuma/66acd000-77fe-1000-9115-d802584107ef" target="_blank">Zuma</a>, </em>another game that relies heavily on a quick-paced color matching system. The developers have also incorporated a remarkably deep mythology to the world of <em>RotR</em>. Between each stage, the history of the titular Ravager is revealed through brief, almost scripture-like story fragments. Although the core of the game is simple and arcade-like, it feels like a more fleshed-out game by placing it in within this framework.</p>
<p>For those who don&#8217;t want to play alone,<em> Rise of the Ravager</em> does include a multiplayer component. Up to three buddies can join in on the campaign at the start of any stage, and having them there adds a lot of fun and strategy to the experience. Boss fights tend to be trials that involve alternating between going on the offensive and the defensive, but having one or more friends means that responsibilities can be divvied up. It&#8217;s not all about being a good teammate. Even though it&#8217;s a cooperative experience, bragging rights are at stake because the game totals each individual player&#8217;s score on every stage. The winner gets to determine how to spend the hard-earned upgrade points. Although the Xbox version is a perfect fit for a living room gaming session with friends, it would&#8217;ve been nice if the PC version included an online multiplayer component rather than just the single-screen view.</p><object data="http://www.youtube.com/v/oeJPUiXBGW4?version=3&rel=0&fs=1&showinfo=0" type="application/x-shockwave-flash" width="604" height="370">
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<p>&nbsp;</p>
<p><em>Rise of the Ravager</em> is simple done right. The developers have taken the best elements of shmups and retro arcade titles and created a polished game of their own. While an extra mode or some unlockables would help to keep players coming back, there&#8217;s enough there in the game plus campaign and multiplayer to keep gamers coming back for at least a little while.</p>
<p><strong class="rating">Overall Rating:</strong>&nbsp;&#9733;&#9733;&#9733;&#9733;&#9734;&nbsp;</p>
<p><a href="http://theindiemine.com/about/review-scoring-system/" target="_blank">What does this score mean?</a></p>
<p><em>This game was reviewed using a PC copy provided by the developer for that purpose. Version 1.0.2 was used in this review. <em>Rise of the Ravager </em>is available on PC, Linux, and Xbox, and information on all versions can be found on the<a title="Rise of the Ravager website" href="http://www.riseoftheravager.com/" target="_blank" class="broken_link"> game&#8217;s official website</a>. </em></p>
<p>&nbsp;</p>
<p style='text-align:left'>&copy; 2013, <a href='http://theindiemine.com'>The Indie Mine</a>. All rights reserved. </p>
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		<title>Wyv &amp; Keep Review</title>
		<link>http://theindiemine.com/wyv-review/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=wyv-review</link>
		<comments>http://theindiemine.com/wyv-review/#comments</comments>
		<pubDate>Mon, 19 Aug 2013 10:12:46 +0000</pubDate>
		<dc:creator><![CDATA[mark.robinson]]></dc:creator>
				<category><![CDATA[Game Reviews]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[Linux]]></category>
		<category><![CDATA[Mac]]></category>
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		<category><![CDATA[a jolly corpse]]></category>
		<category><![CDATA[Desura]]></category>
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		<category><![CDATA[indie]]></category>
		<category><![CDATA[pc review]]></category>
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		<category><![CDATA[puzzle]]></category>
		<category><![CDATA[review]]></category>
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		<category><![CDATA[Windows]]></category>
		<category><![CDATA[wyv and keep]]></category>

		<guid isPermaLink="false">http://theindiemine.com/?p=9722</guid>
		<description><![CDATA[A new puzzle game set in the Amazonian jungle, but how fun is the search for the treasure?]]></description>
				<content:encoded><![CDATA[<p>In the perilous heart of the jungle, two keep explorers are searching for lost treasure; Wyv is a brash, cocky individual who decides to make the journey to the jungle empty-handed, and his reluctant partner, Keep, is seemingly dragged along for the ride. Within the jungle, both of our adventurers will encounter poisonous dart traps, piranha-infested waters, dynamite, and poop… or mud… could be both.</p>
<p><a href="http://theindiemine.com/wyv-review/wyv1/" rel="attachment wp-att-9749"><img class="alignright size-medium wp-image-9749" alt="wyv1" src="http://theindiemine.com/wp-content/uploads/2013/08/wyv1-300x168.png" width="300" height="168" /></a></p>
<p><em>Wyv &amp; Keep</em> is a puzzle/platformer game created by <a href="http://www.jollycorpse.com/wyv-and-keep/" class="broken_link">A Jolly Corpse</a>, a three-person indie development team that are – in their words – from the hellish underworld. The game’s core puzzle mechanic is focused around the cooperation of both characters to climb up walls, push boxes across and/or down, and reach the end goal of each level. Every level has a final score, and it&#8217;s one of the things about the game that doesn&#8217;t work, or at least doesn&#8217;t give you a reason to care. You’re scored on how many times you die or restart. The problem is that while there are a lot of levels which can be planned out meticulously ahead of time, it&#8217;s more likely you’ll go by trial and error. If you end the level with a bad rating, you can go back to achieve a higher score. There’s no real fun in this, though, as repeating levels in puzzle games doesn&#8217;t work as well for replay value as other genres do. The game would potentially end up with a poor sense of pacing playing this way. When it’s clear the high score doesn’t account for much, it’s quickly thrown by the wayside.</p>
<p><a href="http://theindiemine.com/wyv-review/wyv2/" rel="attachment wp-att-9750"><img class="alignleft size-medium wp-image-9750" alt="wyv2" src="http://theindiemine.com/wp-content/uploads/2013/08/wyv2-300x168.jpg" width="300" height="168" /></a></p>
<p>Fortunately, the puzzles are put together well, the difficulty is set at a reasonable, gradually-increasing pace, and there is a good deal of logic and thinking that is needed throughout. Each level takes place on a single screen, and it never overwhelms you with too much information at once. The trial-and-error approach mentioned above also helps in figuring out tricks the game has hidden up its sleeve &#8211; I’ll leave it to you to go and figure them out. The one instance where pacing is an issue comes from the lack of an instant restart button, which seems like a small issue. However, it’s becoming a standard function for games of this type instead of having to pause every time to admit defeat.</p>
<p>Still, even playing by yourself there is a wonderful connection you develop between yourself and the two characters. It’s about teamwork, figuring out where Wyv or Keep needs to be at any point of the level. You can swap between characters at any moment, and the game – at times – feels like a simplified version of <em>Thomas Was Alone</em>, except while you only have two characters to go between, their uses are exponentially bigger. There is the option of playing online or local co-op, and local works with either both players using the keyboard or the keyboard and a wired controller. It lends itself to a co-op game, having two minds to solve a problem is always better than one, of course.</p>
<p style="text-align: center;"><a href="http://theindiemine.com/wyv-review/wyv3/" rel="attachment wp-att-9751"><img class="aligncenter  wp-image-9751" alt="wyv3" src="http://theindiemine.com/wp-content/uploads/2013/08/wyv3-1024x576.jpg" width="574" height="322" /></a></p>
<p>The game looks like many 16-bit retro titles that are becoming the norm lately, but it still looks beautiful and holds up against the best that are currently on offer. Both characters have charming facial features and react when the other ends up in a sticky situation. That’s the best way to describe <em>Wyv &amp; Keep</em>: it’s a charming puzzle game, and is the sort of experience that could be easily introduced to a non-gamer for the first time.</p>
<p><strong class="rating">Overall Rating:</strong>&nbsp;&#9733;&#9733;&#9733;&#9733;&#9734;&nbsp;</p>
<p><a title="Our review scoring system" href="http://theindiemine.com/about/review-scoring-system/" target="_blank">What does this score mean?</a></p>
<h5><strong>The Windows version of this game was reviewed using a copy provided by the developer for that purpose.</strong></h5>
<p style='text-align:left'>&copy; 2013, <a href='http://theindiemine.com'>The Indie Mine</a>. All rights reserved. </p>
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		<title>DLC Quest Review</title>
		<link>http://theindiemine.com/dlc-quest-review/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=dlc-quest-review</link>
		<comments>http://theindiemine.com/dlc-quest-review/#comments</comments>
		<pubDate>Wed, 10 Apr 2013 10:00:20 +0000</pubDate>
		<dc:creator><![CDATA[Brandon Schmidt]]></dc:creator>
				<category><![CDATA[Game Reviews]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[PC]]></category>
		<category><![CDATA[Xbox]]></category>
		<category><![CDATA[DLC]]></category>
		<category><![CDATA[DLC Quest]]></category>
		<category><![CDATA[featured]]></category>
		<category><![CDATA[Going Loud Studios]]></category>
		<category><![CDATA[Live Freemium or Die]]></category>
		<category><![CDATA[platformer]]></category>
		<category><![CDATA[spotlight]]></category>
		<category><![CDATA[steam]]></category>

		<guid isPermaLink="false">http://theindiemine.com/?p=8256</guid>
		<description><![CDATA[The game that satirizes games is back with some new tricks.]]></description>
				<content:encoded><![CDATA[<p><em><a href="http://theindiemine.com/wp-content/uploads/2013/04/DLCQuestBoxArt.png"><img class="alignleft size-full wp-image-8293" alt="DLC Quest and Live Freemium or Die by Going Loud Studios" src="http://theindiemine.com/wp-content/uploads/2013/04/DLCQuestBoxArt.png" width="150" height="180" /></a>DLC Quest </em>is a well-documented success story of an indie title that satirizes the mainstream gaming industry. Going Loud Studios released the title back in late 2011 on the Xbox 360 and it<strong><span style="color: #339966;"> </span></strong>quickly gained the attention of gamers. It was also a critical hit, winning Official Xbox Magazine&#8217;s 2011 Xbox Live Indie Game of the Year award. Ports to both PC and Mac helped increase public awareness, and that notoriety eventually earned the game a release through Steam Greenlight. Not content to just release the same game through another distribution service, developer Ben Kane added a few new features along with a 2nd campaign that does everything the original release did, but better.</p>
<p>The <em>Live Freemium or Die</em> expansion continues the theme of the original game: poking fun at just about everything related to the cash-grabbing methods of large publishers. The biggest swipes are made at industry trends like season passes, DLC NPCs, and features intentionally withheld at release time. Once again, many core elements of a video game must be purchased within the game&#8217;s DLC market using in-game currency. There&#8217;s also the tongue-in-cheek inclusion of many classic video game tropes, and the developer is never afraid of breaking the 4th wall in order to make the extra joke. It takes a delicate touch for a comedian to know when the joke&#8217;s gone on too long, and these two campaigns wrap up before the mockery gets old. Taking my time, I completed both in less than two hours.</p>
<div id="attachment_8299" style="width: 610px" class="wp-caption aligncenter"><a href="http://theindiemine.com/wp-content/uploads/2013/04/DLCQuestDLC2.jpg"><img class="size-full wp-image-8299" alt="DLC Quest Live Freemium or Die by Going Loud Studios" src="http://theindiemine.com/wp-content/uploads/2013/04/DLCQuestDLC2.jpg" width="600" height="337" /></a><p class="wp-caption-text"><em>Live Freemium or Die</em> manages to take more swings at the gaming industry than the original campaign.</p></div>
<p><em>Live Freemium or Die </em>feels like a deeper campaign when compared to the original, though the plot isn&#8217;t necessarily any more complex. The game thrives on its absurd simplicity, lack of meaningful characters, and strict adherence to gaming clichés. However, the story does feel a bit longer and more entertaining, and it manages to draw upon characters and events from the first adventure in a humorous way. Players who enjoyed the first campaign will likely have the same opinion of this new one, but it isn&#8217;t a radically different experience from a thematic standpoint.</p>
<div id="attachment_8294" style="width: 610px" class="wp-caption aligncenter"><a href="http://theindiemine.com/wp-content/uploads/2013/04/DLCQuestStory.png"><img class="size-full wp-image-8294" alt="DLC Quest and Live Freemium or Die by Going Loud Studios" src="http://theindiemine.com/wp-content/uploads/2013/04/DLCQuestStory.png" width="600" height="338" /></a><p class="wp-caption-text"><em>DLC Quest</em>&#8216;s plot always gets straight to the point.</p></div>
<p>There <em>are</em> other areas where <em>Live Freemium or Die</em> manages to separate itself from its forebear. There&#8217;s a far larger emphasis on 2D platforming in this go-round. While it was impossible to die in the original campaign, that&#8217;s certainly not the case here. In some areas, navigation is tricky enough that checkpoints have been introduced. Well, they can be bought anyway (surprise, surprise). Gone is the double-jump from the first campaign, replaced with a well-used wall jump. There&#8217;s nothing here that an experienced platformer player can&#8217;t handle, but it&#8217;s a notable leap &#8211; pun intended &#8211; in difficulty. The only complaint I actually have is that there&#8217;s a bit too much backtracking, but even some of that is an intentional mockery of the fetch quests prevalent in so many games.</p>
<p>Perhaps the word that best describes <em>DLC Quest</em> is efficient. The developer set out with a goal of zinging the gaming industry, wastes no time doing so, and neatly wraps things up before the game overstays its welcome. As part of the Steam release, achievements were added for both campaigns. For a game as short as <em>DLC Quest</em> is, it&#8217;s nice to have an added incentive to go back and play again. There are also leaderboards for those players who are into making speed runs. The audience for <a title="theXBLIG review of DLC Quest" href="http://thexblig.com/2013/03/20/review-dlc-quest-live-freemium-or-die/" target="_blank" class="broken_link"><em>DLC Quest</em></a> is certainly the horde of gaming veterans who will fully appreciate the in-jokes, but even casual players should enjoy this solid platformer.</p>
<p><strong class="rating">Overall Rating:</strong>&nbsp;&#9733;&#9733;&#9733;&#9733;&#9734;&nbsp;</p>
<h5><a href="http://theindiemine.com/about/review-scoring-system/" target="_blank">What does this score mean?</a></h5>
<h5>This game was reviewed using a copy of the <a href="http://store.steampowered.com/app/230050" target="_blank">Steam PC version</a> provided by the developer for that purpose. The game is also available through the <a title="DLC Quest Live Freemium or Die in the Xbox Marketplace" href="http://marketplace.xbox.com/en-US/Product/DLC-Quest-Live-Freemium-or-Die/66acd000-77fe-1000-9115-d80258550cd3" target="_blank">Xbox Live Marketplace</a>.</h5>
<p style='text-align:left'>&copy; 2013, <a href='http://theindiemine.com'>The Indie Mine</a>. All rights reserved. </p>
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		<title>King Swing Review</title>
		<link>http://theindiemine.com/king-swing-review/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=king-swing-review</link>
		<comments>http://theindiemine.com/king-swing-review/#comments</comments>
		<pubDate>Tue, 12 Mar 2013 10:44:52 +0000</pubDate>
		<dc:creator><![CDATA[Brandon Schmidt]]></dc:creator>
				<category><![CDATA[Game Reviews]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[Xbox]]></category>
		<category><![CDATA[Crosse Studio]]></category>
		<category><![CDATA[featured]]></category>
		<category><![CDATA[gorilla]]></category>
		<category><![CDATA[King Swing]]></category>
		<category><![CDATA[piranha]]></category>
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		<category><![CDATA[swing]]></category>
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		<guid isPermaLink="false">http://theindiemine.com/?p=7868</guid>
		<description><![CDATA[Do monkeys, piranhas, and global leaderboards equate to success? Find out in our review.]]></description>
				<content:encoded><![CDATA[<p><a href="http://theindiemine.com/wp-content/uploads/2013/03/KingSwingboxart.jpg"><img class="alignleft size-full wp-image-7950" alt="King Swing by Crosse Studio for Xbox" src="http://theindiemine.com/wp-content/uploads/2013/03/KingSwingboxart.jpg" width="219" height="300" /></a>Sometimes when developing a game, the difference between achieving resounding success and just getting by lies in one or two key decisions. The Xbox indie platformer <em>King Swing</em> from developer Crosse Studio is a perfect example. I love platformers. I love simians. I love scoring leaderboards. Unfortunately, what sounds like a great game in principle ends up lacking in a few areas.</p>
<p><em>King Swing</em> is a platformer that functions more like an endless runner (aka autorunner) as the goal is linear and control is limited. Taking on the role of an ape of presumably high social status, players must swing from one rock outcropping to another in a 2D setting. Rather than grab vines, the player shoots them in his or her direction of choice hoping to latch onto the rocks. When successful, the ape travels through a pendulous swing and the player presses a button to release. Success is all about building and keeping momentum, so aiming for a suitable rock face and releasing at the appropriate point in the swing are both paramount. While it is possible to get the monkey going again if the player messes up, coming to a dead stop is generally a fatal situation. Even with some success. the player will eventually succumb to the piranhas waiting patiently at the course&#8217;s bottom.</p>
<p>As clinical as that description is, the game actually IS fun to play once the player gets a feel for the mechanics. When everything&#8217;s going right, building that momentum up can create that wonderful &#8220;in the zone&#8221; feeling. I say &#8216;can&#8217; because there are some design issues with the game that make this more difficult than it should be. Aiming the vines feels like an inexact science where it&#8217;s difficult to be certain what part of the rock face the vine will hit or if it will even hit at all. Should the player send the monkey hurtling too high, he disappears off the top of the screen with the camera following part of the way. Because of the change in view, it becomes really difficult to anticipate where he&#8217;s going to come down. This means players will have to guess if there are any rocks to grab onto when the camera shifts back into its regular position. The fact that the ape hurtles downward faster than normal gives players very little time to react. There&#8217;s a difference between edge-of-your-seat, intense action and putting players into a situation where they&#8217;re riding on a hope and a prayer. Far too often this game falls into the latter category.</p>
<div id="attachment_7951" style="width: 610px" class="wp-caption aligncenter"><a href="http://theindiemine.com/wp-content/uploads/2013/03/KingSwingscreen3.jpg"><img class="size-full wp-image-7951" alt="King Swing by Crosse Studio for Xbox" src="http://theindiemine.com/wp-content/uploads/2013/03/KingSwingscreen3.jpg" width="600" height="337" /></a><p class="wp-caption-text">Try as you might, you&#8217;ll eventually end up in the drink.</p></div>
<p><i>King Swing</i> does have some other good features going for it, though even these have their limitations. I&#8217;m a sucker for a leaderboard system and thankfully this game includes global leaderboards, a rarity for XBLIG titles. There are separate rankings for each of the three game modes: Endless (the default mode), Ropes, and Time Attack, with the latter two being shorter variations on the main mechanic. Ropes challenges players to see how far they can get with only ten ropes in their arsenal. Time Attack gives players one minute to travel as far as possible. While these are both fun in their own right, they&#8217;re not different enough from the default mode to breathe new life into the game for very long. With the touted inclusion of ragdoll physics and painful deaths, early on I had hopes that the experience of playing and failing at the game would be as entertaining as <em>Trials HD</em> or <em>Trials Evolution</em>. Here, though, there aren&#8217;t a lot of laughs to be had, so it would&#8217;ve been nice to have seen this taken further.</p>
<p><em>King Swing</em> is a bit of an odd egg. It has potential, but there&#8217;s just something missing. At times it almost seems like it would be a better fit on a different platform, and I think my <a title="King Swing review on theXBLIG.com" href="http://thexblig.com/2013/03/02/review-king-swing/" target="_blank" class="broken_link">fellow XBLIG reviewers</a> agree. For those on the fence, the developers are aware of the issues and are working on an update to fix some of the flaws. With a modified camera, fixes to the targeting system, and inclusion of an extra mode/feature or two, this would be a highly recommendable game for the casual crowd.  As it exists right now, the game&#8217;s a bit shallow but still worth <a title="King Swing in the Xbox marketplace" href="http://marketplace.xbox.com/en-US/Product/King-Swing/66acd000-77fe-1000-9115-d80258550cbd" target="_blank">giving the trial a go</a>.</p>
<p><strong class="rating">Overall Rating:</strong>&nbsp;&#9733;&#9733;&#9733;&#9734;&#9734;&nbsp;</p>
<h5><a href="http://theindiemine.com/about/review-scoring-system/" target="_blank">What does this score mean?</a></h5>
<p>&nbsp;</p>
<p style='text-align:left'>&copy; 2013, <a href='http://theindiemine.com'>The Indie Mine</a>. All rights reserved. </p>
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		<title>Arcadecraft Review</title>
		<link>http://theindiemine.com/arcadecraft-review/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=arcadecraft-review</link>
		<comments>http://theindiemine.com/arcadecraft-review/#comments</comments>
		<pubDate>Wed, 27 Feb 2013 11:46:50 +0000</pubDate>
		<dc:creator><![CDATA[Brandon Schmidt]]></dc:creator>
				<category><![CDATA[Game Reviews]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[Xbox]]></category>
		<category><![CDATA[80s]]></category>
		<category><![CDATA[arcade]]></category>
		<category><![CDATA[Arcadecraft]]></category>
		<category><![CDATA[featured]]></category>
		<category><![CDATA[Firebase Industries]]></category>
		<category><![CDATA[manager]]></category>
		<category><![CDATA[simulation]]></category>
		<category><![CDATA[spotlight]]></category>
		<category><![CDATA[strategy]]></category>
		<category><![CDATA[XBLIG]]></category>
		<category><![CDATA[xbox live indie games]]></category>
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		<guid isPermaLink="false">http://theindiemine.com/?p=7728</guid>
		<description><![CDATA[How would you handle the meteoric rise and fall of the early 80s arcade industry?]]></description>
				<content:encoded><![CDATA[<p><a href="http://theindiemine.com/wp-content/uploads/2013/02/xboxboxart.jpg"><img class="alignleft size-full wp-image-7748" alt="Arcadecraft by Firebase Industries" src="http://theindiemine.com/wp-content/uploads/2013/02/xboxboxart.jpg" width="182" height="250" /></a>I love a good simulation or strategy game. I think it appeals to the engineer in me, because I enjoy taking something unknown and figuring out how it works. Playing a game in one of these genres &#8211; though they often meld together &#8211; almost always turns out the same. It&#8217;s about maximizing success through gaining an intimate knowledge of the game&#8217;s complex systems and  inner workings. <em>Arcadecraft</em>, a strategy/simulation game for the Xbox, is no different. But while this <a title="Firebase Industries website" href="http://firebase.ca/" target="_blank">Firebase Industries</a> title plays on a subject matter near and dear to many-a-gamer&#8217;s heart, it also suffers from a few design issues that derail the overall enjoyment of the experience.</p>
<p>Despite it&#8217;s title, <em>Arcadecraft </em>is not yet another <em>Minecraft </em>clone available through the Xbox Live Indies Games market. Instead, it&#8217;s a game that puts players in the role of an arcade manager in that scene&#8217;s heyday of the early 1980s. <em>Arcadecraft</em> plays on actual history by including events like the video game crash of 1983 and ending with a nod to the release of the NES in 1985. Through it all, it&#8217;s up to the player to ensure that their arcade is remaining popular with the crowds and racking in enough money to pay the bills.</p>
<p>Shown from an isometric perspective, the empty arcade is the player&#8217;s canvas for creating a gaming hotspot. As the ever-running calendar moves from month to month, game publishers release new arcade cabinets available for purchase by the player. These cabinets vary in initial cost, genre, control method, number of floor spaces occupied, power consumption, and a few other characteristics. Once purchased and placed on the floor, each cabinet will begin drawing in money based on a few factors including the arcade&#8217;s current popularity rate and the popularity of the individual machine. The newer a machine is, the quicker it makes money. That money must be repeatedly collected from the machine by the player, otherwise the game stops raking in coins.</p>
<p>I give credit to the developers for trying to add strategic depth through individual game cabinet settings. However, I found that the game suffers from a pacing problem that interferes with the use of that level of customization. The early portion of <em>Arcadecraft</em> speeds by too quickly to really get a grasp of how or when the settings will affect that cabinet&#8217;s money-making ability. Early on there&#8217;s not much incentive to fiddle with the defaults because of the risk of failure, and later in the game there&#8217;s simply too much money-collecting taking place to do anything else. It was only once I hit the final year of the simulation &#8211; when no new arcade cabinets are available for purchase &#8211; that I really started toying around. There <em>are</em> lessons to be learned from the first full play-through of the game, but it&#8217;s doubtful most players are going to go back and repeat the exact same sequence of events using that newly-gained knowledge. I think if the developers had decided to include a controllable speed setting, just like in <a title="Smooth Operators Call Center Chaos review" href="http://theindiemine.com/smooth-operators-call-center-chaos-review/" target="_blank"><em>Smooth Operators: Call Center Chaos</em></a>, it would give players a chance to run their arcade at a pace that allows for experimentation.</p>
<div id="attachment_7749" style="width: 610px" class="wp-caption aligncenter"><a href="http://theindiemine.com/wp-content/uploads/2013/02/arcadecraftmachinesettings.jpg"><img class="size-full wp-image-7749" alt="Arcadecraft by Firebase Industries" src="http://theindiemine.com/wp-content/uploads/2013/02/arcadecraftmachinesettings.jpg" width="600" height="337" /></a><p class="wp-caption-text">Individual machines can have their pricing and difficulty settings modified.</p></div>
<p>One of the best aspects of the game has to be the homage to the gaming industry of three decades ago. It&#8217;s an interesting look back at the evolution of technology as newer games offer varying cabinet styles and control methods. There&#8217;s also a bit of a nostalgia factor as a number of the games in <em>Arcadecraft</em> are parodies of classics like <em>Donkey Kong </em>and <em>Space Invaders</em>. Some of the game publishers even release sequels to their titles ala <em>Pac Man </em>and <em>Ms. Pac Man</em>. If the player manages to hold onto the original and can seat the sequel(s) next to it, each machine gets a popularity boost.</p>
<p>There are a number of other interesting strategical decisions that the player must make during the lifespan of the arcade. Periodically a pro-gamer will stop by and want to try one of the most popular machines. If he manages to beat the high score, a popularity boost will temporarily be placed on that machine. The trade-off is that while he&#8217;s hogging the machine it&#8217;s not earning any money. From time to time, a vendor will stop by and offer to buy one of the player&#8217;s classic gaming arcade cabinets for a high ticket price. However, to keep a machine around long enough for it qualify as a classic generally means its old and far less popular (read: cost-ineffective) than the latest and greatest cabinets.</p>
<div id="attachment_7750" style="width: 610px" class="wp-caption aligncenter"><a href="http://theindiemine.com/wp-content/uploads/2013/02/arcadecraftfloor.jpg"><img class="size-full wp-image-7750" alt="Arcadecraft by Firebase Industries" src="http://theindiemine.com/wp-content/uploads/2013/02/arcadecraftfloor.jpg" width="600" height="337" /></a><p class="wp-caption-text">Succeed by creating a customer-friendly layout and buying a wide variety of cabinets.</p></div>
<p>As with many simulation games, <em>Arcadecraft</em> suffers in its endgame. Once the player has reached the two-year mark and paid off their debt, most of the challenge is gone. Truth be told, I failed to pay off that debt during my first go-round, but that experience was an education in the keys to winning: start slow and continue to replace old, unpopular machines as soon as you can buy new ones. Once the player figures that lesson out, the challenge changes from mental strategy to menial labor as he/she has to repeatedly run around in a frenzy emptying coin boxes. It becomes tedious very fast, and the ability to hire an automated helper does little to relieve the effort of maintaining a large number of cabinets. At this point, the goal becomes simply trying to collect as much money as possible before the simulation ends. Unfortunately the lather-rinse-repeat process happens earlier in this title than some of the similar games I&#8217;ve played on XBLIG. Ultimately I would have liked to have seen a slower-paced game with more to do during that time than collect money and fix broken machines.</p>
<p><em>Arcadecraft</em>&#8216;s premise and early execution show so much promise that I was doubly disappointed when I became bored by the end. One or two design choices made differently would have been the difference between this being a decent game and a great one. It&#8217;s obvious that the developers put a lot of work into the presentation. I fear, though, that the <a title="Arcadecraft in the Xbox Live marketplace" href="http://marketplace.xbox.com/en-US/Product/Arcadecraft/66acd000-77fe-1000-9115-d80258550c9b" target="_blank">240 Microsoft Point</a> price tag in a typically 80-Point market may keep even the most curious of players away. I think it&#8217;s still worth a look for those who enjoy simulation/strategy games and those who can still remember the golden age of arcades.</p>
<p><strong class="rating">Overall Rating:</strong>&nbsp;&#9733;&#9733;&#9733;&#9734;&#9734;&nbsp;</p>
<h5><a href="http://theindiemine.com/about/review-scoring-system/" target="_blank">What does this score mean?</a></h5>
<h5>This game was reviewed using a copy provided by the developer for that purpose.</h5>
<p>&nbsp;</p>
<p style='text-align:left'>&copy; 2013, <a href='http://theindiemine.com'>The Indie Mine</a>. All rights reserved. </p>
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		<title>Squadron Scramble Review</title>
		<link>http://theindiemine.com/squadron-scramble-review/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=squadron-scramble-review</link>
		<comments>http://theindiemine.com/squadron-scramble-review/#comments</comments>
		<pubDate>Mon, 28 Jan 2013 11:42:16 +0000</pubDate>
		<dc:creator><![CDATA[Brandon Schmidt]]></dc:creator>
				<category><![CDATA[Game Reviews]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[Xbox]]></category>
		<category><![CDATA[Depth Charge Software]]></category>
		<category><![CDATA[featured]]></category>
		<category><![CDATA[planes]]></category>
		<category><![CDATA[spotlight]]></category>
		<category><![CDATA[Squadron Scramble]]></category>
		<category><![CDATA[The Indie Mine]]></category>
		<category><![CDATA[XBLIG]]></category>
		<category><![CDATA[xbox live indie games]]></category>
		<category><![CDATA[XNA]]></category>

		<guid isPermaLink="false">http://theindiemine.com/?p=6716</guid>
		<description><![CDATA[This unassuming title is a must-play party game.]]></description>
				<content:encoded><![CDATA[<p><a href="http://theindiemine.com/wp-content/uploads/2013/01/SquardonScrambleboxart.jpg"><img class="alignleft size-full wp-image-6750" alt="Squadron Scramble for Xbox by Depth Charge Software" src="http://theindiemine.com/wp-content/uploads/2013/01/SquardonScrambleboxart.jpg" width="183" height="250" /></a>Don&#8217;t judge a book by its cover. It may be a tired adage, but it&#8217;s still one important not to forget. Depth Charge Studios, a UK-based indie studio, released <a title="US Xbox Marketplace" href="http://marketplace.xbox.com/en-US/Product/Squadron-Scramble/66acd000-77fe-1000-9115-d80258550c79" target="_blank"><em>Squadron Scramble</em></a> for the Xbox earlier this January. This 2D dogfighting game puts players in planes as they try to gun each other down and rack up the most points before time runs out. Perhaps the biggest problem with <em>Squadron Scramble</em> is that the trial does it no justice. That brief, limited experience fails to give the player the time or the options to develop a liking for this game. Thankfully, those who decide to pick up the full version will be treated to a fun, multiplayer party game with a lot of hidden depth.</p>
<p>While <em>Squadron Scramble</em> offers a myriad of game options, the standard mode pits the player against a customizable number of opponents. Each player by default starts with four pilots, but only one pilot is in the air while the rest remain in the hanger. There are exceptions to those rules depending on game settings. Each stage consists of a base and a hanger. Pilots emerge from the base and must run to the hanger to board a plane and start racking up points. Each opponent shot down earns that individual pilot a point which goes towards the team total. When a player is shot down and survives, he/she has the option of running back to base to switch pilots, or return to the hanger to grab another plane. The player with most team points when the timer runs out wins the round.</p>
<p>While the trial doesn&#8217;t convey the fun factor of the game, the full version doesn&#8217;t do the best job in terms of immediately hooking players either. While every fresh startup of the game displays the basic rules to live or die by, it&#8217;s on the player to figure out how to <em>really</em> play the game. There are hints provided between rounds that clue players in to the layers of strategy hidden just under the surface of the fly-and-shoot theme. At first, most players will simply be flying around trying not to get shot down while erratically firing off their own armaments.  However, once the player realizes how the scoring works, that&#8217;s likely to change. Each pilot on a team has their own score, and if that pilot dies while on the ground, he remains out for the round and his score goes to zero. Scores also carry across rounds or &#8220;sorties&#8221; when playing a multi-round match.</p>
<div id="attachment_6751" style="width: 325px" class="wp-caption alignright"><a href="http://theindiemine.com/wp-content/uploads/2013/01/SquadronScrambleIceStage.jpg"><img class="size-full wp-image-6751" alt="Squadron Scramble for Xbox by Depth Charge Software" src="http://theindiemine.com/wp-content/uploads/2013/01/SquadronScrambleIceStage.jpg" width="315" height="229" /></a><p class="wp-caption-text">Using cloud cover to hide is a useful, learned tactic.</p></div>
<p>After learning the ruleset by playing the game a handful of times, I was able to use better defensive strategies like keeping high-score pilots in the barracks as much as possible. Going on the offensive became more focused as I began trying to gun down the opponent&#8217;s vulnerable pilots as they tried to run to the hangar. Team-based dogfights have their own strategies to learn as well when dealing with a partner. There are even considerations when flying the plane. Doing too many loops will slow the plane down, and flying straight upward can stall the plane. The simplistic graphics really belie what&#8217;s under the hood. The game has a lot of depth that&#8217;s not apparent when firing it up for the first time, or even after a few rounds.</p>
<p><i>Squadron Scramble </i>is a multiplayer-centric game, and the developers have gone to great lengths to tout the support for up to eight players at one time. In the event you can actually round up seven other human beings, two players can reportedly play on one controller, though I have to imagine that&#8217;d be an uncomfortable arrangement. Regardless of how many people are playing, all players can be divided up into at most four teams. With roughly a quarter to a third of the screen being taken up by the score counter, I assumed that trying to play with eight planes flying around the screen would simply not work. That&#8217;s not the way it plays out though, as at any given point half the players are likely to be on the ground racing for the base or hanger, or they&#8217;re parachuting down from their destroyed plane. The skies never get too crowded, so kudos to the Depth Charge Software developers for keeping the game balanced even with all of that pandemonium.</p>
<p>As a party game, <em>Squadron Scramble</em> is insanely fun. Having acquainted myself with the subtleties of the game, I brought in three friends who &#8211; with a little guidance &#8211; were able to play competitively almost immediately. <em>Squadron Scramble</em> includes that essential &#8220;screw over your friend&#8221; element that makes local multiplayer so enjoyable. Alliances are forged one minute and dissolved shortly after when the tables have turned. It reminded me a lot of playing <em>Bomberman 64</em> back in the day. Any game that can elicit cackles, squeals, and cries of lament from a room full of grown men deserves some lavish praise.</p>
<p>Thankfully the developers remembered that  not everyone has an entourage at their beck and call, so they&#8217;ve included AI opponents to fill in whenever necessary. Everyone&#8217;s experience may be different playing the game, but I found the challenge level of the AI to be pretty well-balanced. I won most matches, but very rarely swept every round. The enemy planes were also smart enough to fire at the pilots running for cover on the ground. There are no difficulty settings to play around with, so it&#8217;s a good thing the developers nailed it right the first time.</p>
<p style="text-align: center;"><iframe src="http://www.youtube.com/embed/wYzf45OKH4A" width="560" height="315" marginwidth="0" marginheight="0" frameborder="0"></iframe></p>
<p>Player assignment isn&#8217;t the only variance in the game. There are a few additional modes included that shake up the rules in terms of how many pilots are on each team or how many shots can be fired in a burst. And for a truly tailored experience, there&#8217;s a custom mode that allows modification of just about every setting including number of rounds, timer duration, and stage selection. The stages have their own quirks like environmental and man-made hazards that some players may like or dislike. Providing the option to jump immediately to or stay away from any of the five stages is a nice feature.</p>
<p>As an intended party game, <em>Squadron Scramble </em>soars, but not before having a little trouble getting off the runway. There&#8217;s a bit of a learning curve that must be overcome through simply playing the game. I really struggled with what review score to settle on. However, the fact that this now sits along with <a title="SpeedRunner HD review" href="http://theindiemine.com/speedrunner-hd-review/" target="_blank">SpeedRunner HD</a> and Hidden in Plain Sight in the echelon of must-play XBLIG party games, settled the matter for me: 5/5. Grab a buck, some buds, and some brews and have a blast.</p>
<p><strong class="rating">Overall Rating:</strong>&nbsp;&#9733;&#9733;&#9733;&#9733;&#9733;&nbsp;</p>
<h5><em>A review copy of this game was provided by the developer for that purpose.</em></h5>
<p style='text-align:left'>&copy; 2013, <a href='http://theindiemine.com'>The Indie Mine</a>. All rights reserved. </p>
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		<title>Straco: Episode One Review</title>
		<link>http://theindiemine.com/straco-episode-one-review/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=straco-episode-one-review</link>
		<comments>http://theindiemine.com/straco-episode-one-review/#comments</comments>
		<pubDate>Fri, 25 Jan 2013 11:28:00 +0000</pubDate>
		<dc:creator><![CDATA[mark.robinson]]></dc:creator>
				<category><![CDATA[Game Reviews]]></category>
		<category><![CDATA[Games]]></category>
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		<category><![CDATA[Not Very Original]]></category>
		<category><![CDATA[review]]></category>
		<category><![CDATA[spotlight]]></category>
		<category><![CDATA[Straco]]></category>
		<category><![CDATA[tower defense]]></category>
		<category><![CDATA[twin stick]]></category>
		<category><![CDATA[XBLIG]]></category>
		<category><![CDATA[xbox 360]]></category>
		<category><![CDATA[xbox live indie games]]></category>

		<guid isPermaLink="false">http://theindiemine.com/?p=6666</guid>
		<description><![CDATA[Straco blends tower defense with straight up twin-stick shooting action. But does it work?]]></description>
				<content:encoded><![CDATA[<p>A week or so after playing Xbox indie  game <em>Straco</em>, it’s still difficult to accurately describe what the game is, or if it does a good job of entertaining. It meanders between the genres of tower defense and straight up twin-stick shooting action. Problem is, you just wish it would stick to one or the other, as it struggles to combine the two in a cohesive manner. It also struggles to explain any of this in coherent fashion due to the explosion of text in the tutorials (yes, there are more than one).</p>
<p>And it’s a shame to start the review off in such a negative way, because the execution works well and offers some level of fun gameplay. The tower defense section is your standard fare, but it’s executed solidly. Problem is, it can all get a little overwhelming when combined with the action shooting sections. If you compare it to something like FTLgame&#8217;s <em>Faster Than Light</em>, which blends tactical play with the general housekeeping of your ship, <em>Straco</em> simply doesn’t hold up as well when merging its two separate elements together.</p>
<p><a href="http://theindiemine.com/straco-episode-one-review/ss3/" rel="attachment wp-att-6819"><img class="aligncenter size-medium wp-image-6819" alt="SS3" src="http://theindiemine.com/wp-content/uploads/2013/01/SS3-300x168.jpg" width="300" height="168" /></a></p>
<p>The heads-up display (HUD) in <em>Straco</em> is an explosion of information that would have benefited from being trimmed down. Perhaps it’s just a personal preference, but the cluttered screen during gameplay is just an eyesore. And between the HUD and the chaos of the general gameplay, you have no idea where to look half the time.</p>
<p>Graphically <em>Straco</em> doesn’t stand out, but ironically that <i>is</i> what makes it different from other similar games. Many games on the XBLA Indie Marketplace try to go way above their level, which means either the gameplay suffers or the artwork looks out of place. Here, the sprites are clean and functional and the background is a patchwork of colours that represent sea, ground, forest and so on. The only shame is that the environment has no effect on your movement or abilities, whether you’re on foot or in the giant mechanical machine. This renders the change of colours more or less useless, but at least it’s better than a 100&#215;100 grid of grey.</p>
<p><a href="http://theindiemine.com/straco-episode-one-review/ss1/" rel="attachment wp-att-6818"><img class="aligncenter size-medium wp-image-6818" alt="SS1" src="http://theindiemine.com/wp-content/uploads/2013/01/SS1-300x168.jpg" width="300" height="168" /></a></p>
<p>It’s understandable that games created by small teams, one or two people will multitask between programming, art, and audio. But that doesn&#8217;t excuse how poor and misplaced the soundtrack for this game is. It honestly might have been better to avoid using music altogether and take the <em>Desert Strike</em> route – especially with the helicopter sections.</p>
<p><em>Straco</em> is by no means a bad game, but it just suffers from trying to spin too many plates at once. The minefield that is the tutorials and controls will turn off many players before they even get halfway through the first mission. And with <em>Straco</em> planned as the first of a series of episodic games, it will be difficult to see each episode garnering any new players. <em>Straco</em> has potential, it just needs major fine-tuning to realise any of that potential.</p>
<p><strong class="rating">Overall Rating:</strong>&nbsp;&#9733;&#9733;&#9734;&#9734;&#9734;&nbsp;</p>
<h5><em>This game was reviewed using a copy provided by the developer for that purpose.</em></h5>
<p style='text-align:left'>&copy; 2013, <a href='http://theindiemine.com'>The Indie Mine</a>. All rights reserved. </p>
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