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	<title>The Indie Mine &#187; simulation</title>
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	<description>Unearthing the hidden gems of culture and entertainment</description>
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		<title>TBA Games Meets PeriAreion Kickstarter Goal</title>
		<link>http://theindiemine.com/tba-games-meets-periareion-kickstarter-goal/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=tba-games-meets-periareion-kickstarter-goal</link>
		<comments>http://theindiemine.com/tba-games-meets-periareion-kickstarter-goal/#comments</comments>
		<pubDate>Tue, 01 Apr 2014 10:58:22 +0000</pubDate>
		<dc:creator><![CDATA[Brandon Schmidt]]></dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[Gaming News]]></category>
		<category><![CDATA[PC]]></category>
		<category><![CDATA[colonization]]></category>
		<category><![CDATA[colony]]></category>
		<category><![CDATA[indie]]></category>
		<category><![CDATA[Kickstarter]]></category>
		<category><![CDATA[Mars]]></category>
		<category><![CDATA[Orlando]]></category>
		<category><![CDATA[PeriAreion]]></category>
		<category><![CDATA[preview]]></category>
		<category><![CDATA[simulation]]></category>
		<category><![CDATA[strategy]]></category>
		<category><![CDATA[TBA Games]]></category>

		<guid isPermaLink="false">http://theindiemine.com/?p=12131</guid>
		<description><![CDATA[Mars colonization sim PeriAreion hurtles through its Kickstarter goals.]]></description>
				<content:encoded><![CDATA[<p><a href="http://theindiemine.com/wp-content/uploads/2014/03/MissionControl.png"><img class="alignleft size-full wp-image-12139" alt="Periareion Mission Control" src="http://theindiemine.com/wp-content/uploads/2014/03/MissionControl.png" width="150" height="155" /></a>Orlando-based indie studio TBA Games recently launched a <a title="Kickstarter campaign for PeriAreion" href="https://www.kickstarter.com/projects/tbagames/periareion" target="_blank" class="broken_link">Kickstarter campaign</a> to help fund their first game, <em>PeriAreion</em>. This real time strategy/simulation game aims to give players a scientifically-accurate representation of the process of cultivating a successful colony on Mars.</p>
<p>It&#8217;s not all about surviving, though, as the game will present players with an opportunity to maintain and improve the colony&#8217;s base. Construction/upgrade of base modules, delegating tasks to individual workers, and of course exploration make up just a few of the player&#8217;s responsibilities as they battle the harsh, life-or-death conditions. It reminds me a bit of the old Sierra game, <a href="http://en.wikipedia.org/wiki/Outpost_(video_game)" target="_blank">Outpost</a>, which I played extensively, so naturally I&#8217;m curious to see how this compares.</p>
<div id="attachment_12140" style="width: 610px" class="wp-caption aligncenter"><a href="http://theindiemine.com/wp-content/uploads/2014/03/MarsBase.png"><img class="size-full wp-image-12140" alt="Periareion Mars Base" src="http://theindiemine.com/wp-content/uploads/2014/03/MarsBase.png" width="600" height="375" /></a><p class="wp-caption-text">Construct, maintain, and upgrade your Mars colony to survive and thrive.</p></div>
<p>A few weeks ago, TBA Games created a Kickstarter campaign to help fund <em>PeriAreion</em>&#8216;s development. With weeks left in the campaign, the studio met its initial $3000 goal back in mid-March, followed soon after by hitting the first stretch goal: expanded artwork. There are still a few  stretch goals remaining including a new game map, custom base placement, and improved animations. With just over a week left, it&#8217;s not too late for backers to get on the bandwagon, and there are plenty of tiered rewards left including copies of the game, stickers, posters, and the chance to be turned into a playable character.</p>
<p>For more information on <i>PeriAreion</i> and to stay on top of updates, be sure to check out the game&#8217;s <a title="PeriAreion website" href="http://www.periareion.com/" target="_blank" class="broken_link">official website</a>.</p>
<p style="text-align: center;"><iframe src="https://www.kickstarter.com/projects/tbagames/periareion/widget/video.html" width="480" height="360" marginwidth="0" marginheight="0" frameborder="0"></iframe></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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		<item>
		<title>Gnomoria Preview</title>
		<link>http://theindiemine.com/gnomoria-preview/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=gnomoria-preview</link>
		<comments>http://theindiemine.com/gnomoria-preview/#comments</comments>
		<pubDate>Fri, 07 Mar 2014 12:00:53 +0000</pubDate>
		<dc:creator><![CDATA[Leon]]></dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[Gaming News]]></category>
		<category><![CDATA[PC]]></category>
		<category><![CDATA[2D]]></category>
		<category><![CDATA[alpha]]></category>
		<category><![CDATA[Dwarf Fortress]]></category>
		<category><![CDATA[gnome]]></category>
		<category><![CDATA[Gnomoria]]></category>
		<category><![CDATA[kingdom]]></category>
		<category><![CDATA[management]]></category>
		<category><![CDATA[preview]]></category>
		<category><![CDATA[Robotronic]]></category>
		<category><![CDATA[Sandbox]]></category>
		<category><![CDATA[simulation]]></category>
		<category><![CDATA[spotlight]]></category>
		<category><![CDATA[village]]></category>

		<guid isPermaLink="false">http://theindiemine.com/?p=11906</guid>
		<description><![CDATA[Guide a hopeful group of gnomes in order to create a new kingdom from scratch in Gnomoria.]]></description>
				<content:encoded><![CDATA[<p align="LEFT"><a href="http://theindiemine.com/wp-content/uploads/2014/03/logo_plate.png"><img class="aligncenter" alt="Gnomoria" src="http://theindiemine.com/wp-content/uploads/2014/03/logo_plate.png" width="492" height="160" /></a></p>
<p align="LEFT">Why on Earth did I start playing this game, simply why? Oh, do not take this as a negative comment, I mean that in the most positive and excellent way. Allow me to elaborate.</p>
<div id="attachment_11904" style="width: 310px" class="wp-caption alignleft"><a href="http://theindiemine.com/wp-content/uploads/2014/03/Third-Kindom-Greased-Land.jpg"><img class="size-medium wp-image-11904 " alt="Gnomes starting anew" src="http://theindiemine.com/wp-content/uploads/2014/03/Third-Kindom-Greased-Land-300x232.jpg" width="300" height="232" /></a><p class="wp-caption-text">Starting anew, the first group of gnomes begin carving out a kingdom</p></div>
<p style="text-align: left;" align="LEFT">I introduce to you <a href="http://gnomoria.com/"><i>Gnomoria</i></a>, a sandbox village management game by <a href="http://robotronicgames.com/">Robotronic Games</a>. <em>Gnomoria</em> tasks you with taking a small wandering group of gnomes who have left their home kingdom in order to carve out a settlement and form a kingdom of their very own. You accomplish this by utilizing the gnomes, as well as their initial supplies. You begin in a randomly generated land, and from there, you must create a home for your little guys. Carve out a home for your gnomes and generally create anything you desire for your kingdom. In order to do this though, you need gnomes with the appropriate skills and tools in order to get your kingdom started. Any mining and digging requires a pickaxe, a gnome with good mining skills, forestry requires woodcutters and axes, farmland requires seeds, and able workers.</p>
<p align="LEFT">Does this formula sound familiar to anyone? If it does, you may very well be a <em>Dwarf Fortress</em> player, or at the very least heard of it. <em>Gnomoria</em> is heavily inspired by <em>Dwarf Fortress</em>, and it emulates many gameplay aspects of the game, but with its own brand of twists on the formula. I myself am an avid <em>Dwarf Fortress</em> fan, and I have logged countless hours creating kingdoms, building them up as marvelous beacons of wonder and wealth, and inevitably watching the kingdom crumble and fall as is the norm in any game of <em>Dwarf Fortress</em>. With each fallen kingdom I strive to build another, then another, and another, ad infinitum until I realize how much time I have spent on my virtual kingdoms &#8211; the countless hours of lost sleep on minutiae. Along comes <em>Gnomoria</em>, with the same addicting village management and kingdom creation gameplay. Again I must reiterate, why on Earth did I start playing this game?</p>
<div id="attachment_11903" style="width: 310px" class="wp-caption alignright"><a href="http://theindiemine.com/wp-content/uploads/2014/03/Progress.jpg"><img class="size-medium wp-image-11903 " alt="Progress slowly being made" src="http://theindiemine.com/wp-content/uploads/2014/03/Progress-300x232.jpg" width="300" height="232" /></a><p class="wp-caption-text">Slowly but surely creating a majestic kingdom</p></div>
<p>While I do call upon <em>Gnomoria</em>&#8216;s similarities with <em>Dwarf Fortress</em>, it creates its own brand of gameplay, and does so in a much prettier package. It uses a 2D isometric overhead style, complete with pixel sprites for every character and object. <em>Gnomoria</em> also sports a very impressive soundtrack. It has an assortment of music to accompany you whilst you build your kingdom. Easy-going and even jolly rhythms play while you build, mine, and farm; if goblins show up it will change to an ominous tone to signify their presence. The unique thing about the soundtrack is that it comes in two varieties, Classic and Orchestral. The Classic version uses an 8-bit style reminiscent of the NES era of games, whereas the Orchestral uses a more modern synthesized track to emulate an orchestral piece. This is an extremely nice touch, and the 8-bit style is a great nod to the retro era of games.</p>
<div id="attachment_11909" style="width: 310px" class="wp-caption alignleft"><a href="http://theindiemine.com/wp-content/uploads/2014/03/Overview.jpg"><img class="size-medium wp-image-11909 " alt="Gnomoria Graphics" src="http://theindiemine.com/wp-content/uploads/2014/03/Overview-300x232.jpg" width="300" height="232" /></a><p class="wp-caption-text">Gnomoria graphics</p></div>
<p align="LEFT">The gameplay is nice as well, and you create your kingdom by designating areas with various work commands. Then you create workshops which can create various items for your gnomes, followed by your kingdom&#8217;s source of food and drink. It all starts simple at first, but as you progress in the game you require more specialized workshops and tools, which of course needs a skilled gnome for that particular workshop. Certain items may need multiple workshops before it can be created, with more valuable items needing more additional steps. Thankfully, <em>Gnomoria</em> provides a bit of automation while creating these. As long as you have the required workshops and resources, you can have the items automatically requested for creation. Simply request an item to be made at the correct workshop, and after some time going you have your item, all made auto-magically and without the manual tedium.</p>
<p align="LEFT">From there on, everything is up to you as you cater to your own whim and fancies. Create an underground metropolis worthy to be called a kingdom or create an imposing fortress up on the surface. That is the joy of this game, seeing as it has no end goal to speak of, the fun of the game is what you make of it.</p>
<div id="attachment_11900" style="width: 310px" class="wp-caption alignright"><a href="http://theindiemine.com/wp-content/uploads/2014/03/Battle.jpg"><img class="size-medium wp-image-11900" alt="Gnome vs Goblin Battle" src="http://theindiemine.com/wp-content/uploads/2014/03/Battle-300x232.jpg" width="300" height="232" /></a><p class="wp-caption-text">Goblins, professional soldiers and a ragtag militia. FIGHT!</p></div>
<p align="LEFT">While a lot of fun can be provided from <em>Gnomoria</em>, it does suffer from a few problems.The pacing seems a bit slow, certain tasks often get ignored from while gnomes putter off to do other things, and large maps tend to crash the game. I have also found that certain resources have bottlenecks that can severely stifle your kingdom, even to the point of failure. I have lost a kingdom due to my gnomes bleeding to death from simple injuries, simply because I ran out of bandages. Bandages are created at the tailor, but I lacked the materials needed for the creation of the workshop or its supplies, so all my gnomes eventually died off one by one.</p>
<p align="LEFT">This game may not be for everyone as it has a bit of a learning curve but once you get the basics down it gets easier. If you are a fan of <em>Dwarf Fortress</em> or sandbox village management games, give <em>Gnomoria</em> a go. The game is still under development and is currently available for purchase at various online distributors.</p>
<div id="attachment_11905" style="width: 310px" class="wp-caption alignright"><a href="http://theindiemine.com/wp-content/uploads/2014/03/Thriving.jpg"><img class="size-medium wp-image-11905" alt="A flourishing gnome kingdom" src="http://theindiemine.com/wp-content/uploads/2014/03/Thriving-300x232.jpg" width="300" height="232" /></a><p class="wp-caption-text">The kingdom secures its spot in history and has won its survival</p></div>
<p align="LEFT">Still unsure of <em>Gnomoria</em>? Let me give you an insight on my time with it. So far I have 19+ hours logged into Steam, this is the time while logged <b>online. </b>I do the majority of my gaming offline from Steam, so the majority of my game time has not been logged. That 19+ hours is merely a fraction of the total time I have put into the game. Heck, even a severe power outage problem in my community wasn&#8217;t enough to deter me from it. Rolling blackouts that lasted over a week plagued my hometown, and I still snuck in a few hours of game time during that period. I&#8217;m surprised I managed to pry myself away from the game long enough to write this article.</p>
<p align="LEFT">Now if you will excuse me, my kingdom needs some attention.</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>Maia Preview</title>
		<link>http://theindiemine.com/maia-preview/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=maia-preview</link>
		<comments>http://theindiemine.com/maia-preview/#comments</comments>
		<pubDate>Fri, 10 Jan 2014 12:10:43 +0000</pubDate>
		<dc:creator><![CDATA[daikaijuz]]></dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[Gaming News]]></category>
		<category><![CDATA[indie]]></category>
		<category><![CDATA[Indie Game]]></category>
		<category><![CDATA[Indie Games]]></category>
		<category><![CDATA[Linux]]></category>
		<category><![CDATA[Mac]]></category>
		<category><![CDATA[maia]]></category>
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		<category><![CDATA[Science Fiction]]></category>
		<category><![CDATA[simon roth]]></category>
		<category><![CDATA[simulation]]></category>
		<category><![CDATA[spotlight]]></category>
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		<guid isPermaLink="false">http://theindiemine.com/?p=11286</guid>
		<description><![CDATA[Now on Steam Early Access, a colony building and management sim inspired by classic god games and 70s sci-fi.]]></description>
				<content:encoded><![CDATA[<p><a href="http://theindiemine.com/wp-content/uploads/2014/01/MaiaImage1.jpg"><img class="aligncenter  wp-image-11289" alt="Maia" src="http://theindiemine.com/wp-content/uploads/2014/01/MaiaImage1-1024x494.jpg" width="614" height="296" /></a>The year is 2113. After almost twenty years of orbital terraforming efforts by Earth&#8217;s nations, a planet by the name of 3452C[Maia] located in the Tau Ceti system is deemed suitable for human habitation. A team of colonists is sent forth with a mission to gain a foothold for humanity in this neighboring solar system. Will the project succeed or will it end in disaster? The fate of these colonists is up to you, player, in <em>Maia</em>.</p>
<p>Released on Steam as an &#8216;Early Access&#8217; build last month, <em>Maia</em> started as a <a href="http://www.kickstarter.com/projects/simonroth/maia" target="_blank" class="broken_link">Kickstarter</a> and <a href="http://www.indiegogo.com/projects/maia" target="_blank" class="broken_link">Indiegogo</a> project. Developed by Simon Roth, who previously worked in AAA game development and on Terry Cavanagh&#8217;s <em>VVVVVV</em>, <em>Maia</em> is a colony-building and management sim set on a hostile, but habitable planet located about twelve light years away from Earth. Taking inspiration from games like <em>Dungeon Keeper</em>, <em>Dwarf Fortress</em>, and <em>The Sims</em>, the player must work to ensure the colonists survive in their harsh new environment. Build shelters, construct power sources, regulate food production, keep a careful eye on the mental and physical health of your colonists&#8211;everything you would expect from a good simulation is there. What&#8217;s also neat is that, being on a volatile planet, the colonists are not only subjected to the more routine aspects of survival, but also foreign toxins, alien flora and fauna, dangerous geological events such as volcanic eruptions and earthquakes, and extraplanetary hazards such as solar radiation and meteors of a much more violent nature and frequency than that experienced on Earth.</p>
<p style="text-align: left;"><a href="http://theindiemine.com/wp-content/uploads/2014/01/MaiaImage2.jpg"><img class="aligncenter  wp-image-11295" alt="MaiaImage2" src="http://theindiemine.com/wp-content/uploads/2014/01/MaiaImage2-1024x557.jpg" width="614" height="334" /></a></p>
<p>While the construction of the facilities in which the colonists will live initially starts underground, the player will be able to explore the planet&#8217;s surface and conduct research and experiments which will expand their knowledge of the planet and their colonists&#8217; chances of survival. Robots and a first-person mode seem like it&#8217;ll make this facet of the game extra interesting, especially considering the look of that mode. Despite the fact that I normally don&#8217;t care for first-person perspective in games, I&#8217;m actually pretty excited to try this mode out when it&#8217;s added to the game. The visual style of it is a total blast and I hope Roth introduces more elements which will emphasize its uniqueness.</p>
<p>Speaking of style, there&#8217;s more that will make certain sci-fi fans&#8211;me included&#8211;salivate at the mouth: <em>Maia</em> also takes a lot of influence from the aesthetic and functionality of 70s science fiction. The technology in the game will be reminiscent of the era in many ways, and the look and music will surely bring folks back to their favourite 70s sci-fi movie. I know when I first heard the haunting sounds of the Kickstarter trailer I was flung back to when I first watched <em>Alien</em>.</p>
<p>Anyway, <em>Maia</em> looks to be a highly ambitious game. The map will be 2km x 2km and procedurally generated. The colonists you manage will all have distinct personalities and skills which you&#8217;ll have to pay close attention to in order for the colony to thrive. Like any good game that even mentions terraforming, the player will be able to change the environment and change certain settings which will influence the difficulty and direction of the game. But everything will have its trade-off. Want more minerals? You&#8217;ll have to contend with increased geological activity which will put your colonists at risk. Playing around with the amount of light that reaches the planet from its star? Plants will grow faster, sure, but that might also attract more wildlife, and where the prey is, there are predators. This attention to detail is incredibly enticing, and I sincerely hope Roth is able to pull off everything he hopes for in this game. Simulation games are great for creating unique stories, and a story about colonists hashing it out on a hostile planet is too good to pass up.</p>
<p style="text-align: left;"><a href="http://theindiemine.com/wp-content/uploads/2014/01/MaiaImage3.jpg"><img class="aligncenter  wp-image-11298" alt="Maia" src="http://theindiemine.com/wp-content/uploads/2014/01/MaiaImage3-1024x404.jpg" width="614" height="242" /></a></p>
<p>As mentioned previously, <em>Maia</em> is available on Steam as an &#8216;Early Access&#8217; title, which means you&#8217;ll be able to follow its development first-hand and receive future updates to the game directly through the client. A word of warning, though: <em>Maia</em> is still in very early Alpha, so it&#8217;s still got a hardy amount of bugs and is far from polished and feature-full. The developer seems to be consistently putting out updates, however, so if you&#8217;re interested in seeing the game grow as you play it, check it out on its <a href="http://store.steampowered.com/app/252250/" target="_blank">Steam page</a>. You can pre-order the game on its <a href="http://maiagame.com/index.php" target="_blank" class="broken_link">official website</a> as well as find out more information about it on there and on its <a href="https://www.facebook.com/MaiaGame" target="_blank">Facebook</a> and <a href="https://twitter.com/Maia" target="_blank">Twitter</a> accounts.</p>
<p style="text-align: center;"><iframe src="http:////www.youtube.com/embed/45N3MHLoZFk" width="640" height="360" marginwidth="0" marginheight="0" frameborder="0"></iframe></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>Game Dev Tycoon Review</title>
		<link>http://theindiemine.com/game-dev-tycoon-review/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=game-dev-tycoon-review</link>
		<comments>http://theindiemine.com/game-dev-tycoon-review/#comments</comments>
		<pubDate>Fri, 22 Nov 2013 11:23:55 +0000</pubDate>
		<dc:creator><![CDATA[Leon]]></dc:creator>
				<category><![CDATA[Game Reviews]]></category>
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		<guid isPermaLink="false">http://theindiemine.com/?p=10650</guid>
		<description><![CDATA[Live the dream of running and managing your very own video game company.]]></description>
				<content:encoded><![CDATA[<p align="LEFT"><a href="http://theindiemine.com/wp-content/uploads/2013/11/Title.png"><img class="size-medium wp-image-10656 aligncenter" alt="Game Dev Tycoon by Greenheart Games" src="http://theindiemine.com/wp-content/uploads/2013/11/Title-300x144.png" width="300" height="144" /></a></p>
<p align="LEFT">Have you ever been playing a game and thought out loud to yourself, &#8220;I can make something better than this piece of junk&#8221;, or &#8220;I can easily make something as awesome as this&#8221;? Ever wanted to make your own video game but lack the creativity or knowledge of today&#8217;s thingamabob-gadgets and do-hickeys? Well, it is your lucky day. Greenheart Games have released their flagship title appropriately named <i>Game Dev Tycoon,</i> a business sim where you start and run your very own game company.</p>
<p align="LEFT"> In <i>Game Dev Tycoon</i> you begin your journey at the early years of video games. You begin by giving your company a name and by creating your games on a single workstation in your garage. From this humble origin you must now make a name for yourself in the world of game development. Do not worry about about the technical aspects of the game-making process, creating games has been simplified in <i>Game Dev Tycoon.</i> It is as easy as picking a game topic, its genre, and the target platform and you are on your way to creating the next hit.</p>
<p align="LEFT">As the owner, you call the shots as to what game is created; that werewolf RPG game you had rattling around in your brain? You can make it a reality. Zombie romance sim, government action-adventure, transport RPGs? Sure, why not. Mix and match to your adventurous whims.</p>
<p>Actual development is divided into stages where you adjust sliders in order to focus on certain aspects such as dialogue, graphics, sound, and so on. Care must be given to this as each stage will affect how well your game fares out compared to other games of that genre. Action games heavy in dialogue and RPGs lacking in story or graphics may fare poorly in the market, so you must use experience and your best judgement in order to make the game focused on what is most important to that specific game. Not everything will work, but it is fun to experiment with obscure mixes of genres and subjects. You never know what may become the next smash hit.</p>
<div id="attachment_10652" style="width: 310px" class="wp-caption alignleft"><a href="http://theindiemine.com/wp-content/uploads/2013/11/GDT-Interface.png"><img class="size-medium wp-image-10652 " alt="Simple and Clean Interface" src="http://theindiemine.com/wp-content/uploads/2013/11/GDT-Interface-300x168.png" width="300" height="168" /></a><p class="wp-caption-text">Every start up begins somewhere</p></div>
<p align="LEFT">Your options are very limited at the beginning, with only your garage as your office, yourself as the sole employee, and only the early infancy of computer technology as your platform. As time progresses you will gain new platforms and technology to work with as companies form and begin to release new consoles. As well as new tech, you gain experience with each new game released, new tech to research and, hopefully, some income from your game sales for which you can use to fund more projects or expand your company.</p>
<p align="LEFT">Speaking of platforms, the timeline in <i>Game Dev Tycoon</i> develops much like the real-life game industry. As the gaming industry grows, parodied versions of companies such as Ninvento will release game consoles and even form rivalries with other industry players such as Vena. Early on you gain access to consoles such as the Ninvento TES and the Vena Oasis for your game development. Those names sound familiar? These thinly-veiled parodies of real-life companies were a great source of amusement for myself. It was fun trying to guess what the next console or company would be named.</p>
<div id="attachment_10653" style="width: 310px" class="wp-caption alignright"><a href="http://theindiemine.com/wp-content/uploads/2013/11/GDT-Names-2.png"><img class=" wp-image-10653 " alt="Rival Companies can appear, often with amusing names like 'Ninvento'" src="http://theindiemine.com/wp-content/uploads/2013/11/GDT-Names-2-300x168.png" width="300" height="168" /></a><p class="wp-caption-text">Cleverly &#8220;disguised&#8221; company rivals</p></div>
<p align="LEFT">If you have managed your money and releases well enough you will eventually be able to move into bigger and better offices. These offer a much larger workspace than a dingy garage and will allow you to hire employees and expand your company. As you grow even more you can expand even further into the industry by adding your own research department or develop your very own console. This all adds up to more tech, more development options, and more income. The amount of options available to you is simple astounding and frankly a little overwhelming.</p>
<p align="LEFT">I have played other similar game dev simulation games in the past such as <em>Game Dev Story</em>, but GreenHeart Games&#8217; adaptation offers a bit more &#8220;meat&#8221;, so to speak. The game continued to impress me at each turn and gave me a few chuckles along the way. Very few issues come up with this game other than some frame rate slowdown at the later stages of the game, but it is bearable and it didn&#8217;t bother me so much.</p>
<p align="LEFT">I adore this game. It caters to my whims as an aspiring game developer and it just simply oozes with charm. If you want to fulfill your dreams as the head of your own game company or like business sims, give <i>Game Dev Tycoon</i> a go. You won&#8217;t be disappointed.</p>
<div id="attachment_10655" style="width: 310px" class="wp-caption aligncenter"><a href="http://theindiemine.com/wp-content/uploads/2013/11/GDT-Review.png"><img class="size-medium wp-image-10655" alt="Game Dev Tycoon Review Scores" src="http://theindiemine.com/wp-content/uploads/2013/11/GDT-Review-300x168.png" width="300" height="168" /></a><p class="wp-caption-text">I wholeheartedly agree with their reviews</p></div>
<p align="LEFT">I would have to agree with the above rating. Simply marvelous.</p>
<p align="LEFT"><p><strong class="rating">Overall Rating:</strong>&nbsp;&#9733;&#9733;&#9733;&#9733;&#9733;&nbsp;</p></p>
<p align="LEFT"><em><em>This game was reviewed using a copy provided by the developer for that purpose.</em></em></p>
<p align="LEFT"><a href="http://www.greenheartgames.com/app/game-dev-tycoon/" target="_blank">Buy or demo the game at GreenHeart Games</a></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>
		<category><![CDATA[XNA]]></category>

		<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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