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	<title>The Indie Mine &#187; XBLIG</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>
		<comments>http://theindiemine.com/survivalist-review/#comments</comments>
		<pubDate>Tue, 13 May 2014 09:45:46 +0000</pubDate>
		<dc:creator><![CDATA[Leon]]></dc:creator>
				<category><![CDATA[Game Reviews]]></category>
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		<category><![CDATA[zombies]]></category>

		<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>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>
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		<category><![CDATA[Xbox]]></category>
		<category><![CDATA[Crosse Studio]]></category>
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		<category><![CDATA[gorilla]]></category>
		<category><![CDATA[King Swing]]></category>
		<category><![CDATA[piranha]]></category>
		<category><![CDATA[platformer]]></category>
		<category><![CDATA[spotlight]]></category>
		<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>
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		<category><![CDATA[80s]]></category>
		<category><![CDATA[arcade]]></category>
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		<category><![CDATA[simulation]]></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>The End of XNA?</title>
		<link>http://theindiemine.com/xna/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=xna</link>
		<comments>http://theindiemine.com/xna/#comments</comments>
		<pubDate>Thu, 21 Feb 2013 11:28:37 +0000</pubDate>
		<dc:creator><![CDATA[Oliver Radini]]></dc:creator>
				<category><![CDATA[Features]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[Gaming Interviews]]></category>
		<category><![CDATA[Gaming News]]></category>
		<category><![CDATA[Xbox]]></category>
		<category><![CDATA[featured]]></category>
		<category><![CDATA[OnekSoft Games]]></category>
		<category><![CDATA[Smudged Cat]]></category>
		<category><![CDATA[spotlight]]></category>
		<category><![CDATA[XBLIG]]></category>
		<category><![CDATA[XNA]]></category>

		<guid isPermaLink="false">http://theindiemine.com/?p=7551</guid>
		<description><![CDATA[Find out what developers think of Microsoft's decision to stop working on XNA.]]></description>
				<content:encoded><![CDATA[<p>Historically, making games for consoles hasn&#8217;t been easy. Since the launch of the NES, all console games have had to be approved by the console&#8217;s manufacturer. This is bad news for small time developers looking to make games, as the approval process is often time consuming and expensive.</p>
<p>Microsoft aimed to bring indie games to their console by creating the Xbox Live Indie Game (XBLIG) service. With XBLIG, developers could approve each other&#8217;s games, making it fast, cheap, and easy for indie developers to release their games.</p>
<h2>Why Microsoft Created XNA</h2>
<p>Microsoft also wanted to make it easier for developers to make games for their systems. To do this, they created XNA, a set of tools intended to streamline game development and to make it easier for indie studios to create games. Many of the most popular games on the system have been created using XNA. Despite its popularity, Microsoft recently announced that they would no longer be working on the toolset. I asked them what the situation was, and what discontinuing XNA would mean for indie developers. Here’s what a spokesperson had to say:</p>
<p>“XNA Game Studio remains a supported toolset for developing games for Xbox 360, Windows and Windows Phone. Many developers have found financial success creating Xbox LIVE Indie Games using XNA. However, there are no plans for future versions of the XNA product. Game developers have a wide set of options on Microsoft platforms, ranging from XNA and managed code to DirectX and native code. Microsoft provides developers the options they need to be successful.”</p>
<p>To find out what developers thought about the decision to stop work on the platform. I spoke to <strong>David Johnston</strong>, of <strong>Smudged Cat</strong> games, makers of <em>Timeslip, Gateways</em>, and <em>The Adventures of Shuggy</em>. Here’s what he has to say about developing games for Xbox using XNA:<br />
<a href="http://theindiemine.com/wp-content/uploads/2013/02/screen02.png"><img class="alignnone size-medium wp-image-7560" alt="screen02" src="http://theindiemine.com/wp-content/uploads/2013/02/screen02-300x168.png" width="100%" /></a></p>
<h2>David Johnston &#8211; Smudged Cat Games</h2>
<p>“It’s been exciting to develop games for the Xbox. I started with <em> Shuggy </em> which was actually an XBLA game in the end. I tend to play games on consoles more than on PC so it felt like the right place to be releasing games for me. It’s great to think of people chilling out on their sofas and playing a game that I made.”</p>
<p>”XNA has been fantastic. I’ve developed games on and off for most of my life and struggled with various different programming languages and APIs but using C# with XNA has been by far the easiest to get to grips with. It removes so many of the mundane tasks related to game. It’s great that it’s inspired so many people to actually bring those game ideas they&#8217;ve had in their head into reality.”</p>
<p>”There’s bound to be a decline in the number of indie games that are released now as people looking at XNA will be reading “XNA is dead” everywhere. However, it’s not quite as straightforward as that. The MonoGame project has been around for a while now offering a cross-platform solution to XNA. It seems that MonoGame is now going to take over, it’s being actively worked on and will soon be a complete solution for making XNA games even on future versions of Windows. ”</p>
<p>”I’m curious to see what Microsoft announce about support for indie games on the next Xbox. Given how things have gone with the current Xbox it’s debatable if there will be any support at all. I really hope there will be something but I’ll certainly be approaching it with caution this time round given the way the current channel was promoted and lack of profits from it. I’ve certainly had better figures from Steam and am currently more interested in the Ouya and Steam box at the moment.”</p>
<p>&nbsp;</p>
<p>I also spoke to <strong>Shahed Chowdhuri</strong> of <strong>OnekSoft</strong> games, creator of <em>2D Math Panic</em> as well as <em>Angry Zombie Ninja Cats</em>. Shahed has also developed tools to help indie developers make games with XNA. Here&#8217;s what he has to say about XNA and indie games on Xbox:</p>
<p><a href="http://theindiemine.com/wp-content/uploads/2013/02/screen4.jpg"><img class="alignnone size-medium wp-image-7603" alt="screen4" src="http://theindiemine.com/wp-content/uploads/2013/02/screen4-300x168.jpg" width="100%" /></a></p>
<h2>Shahed Chowdhuri - OnekSoft Games</h2>
<p>&#8220;Developing games for Xbox is a childhood dream come true. Completing a game project and putting it out on the world&#8217;s (arguably) best game console is a great experience.”</p>
<p>”When I first learned about game development, I worked with C++ and DirectX, and tried out some basic samples on Windows. But XNA changed everything. I was suddenly able to write a video game for Windows and Xbox 360 at the same time, using C#. My day job requires me to work primarily with C#, so this was definitely a plus for me.”</p>
<p>”XNA has made it easy for me (and countless others) to create Indie games that would not have been possible without it.”</p>
<p>”Technologies come and go, and XNA is no different. Although Microsoft won&#8217;t release updated versions of the XNA framework, that won&#8217;t stop us from using Visual Studio 2010, C# and XNA to create games that run on Windows Vista, Windows7, and even Windows8 (non-RT version). For the rest of the year, we can also continue to publish to Xbox Live Indie Games on the Xbox 360.”</p>
<p>”As a whole, XBLIG developers will have to migrate to other areas. Some of them may gravitate towards development strategies that allow them to use the same language they are used to. And some of them will learn other languages (e.g. Java and Objective-C) so that they can develop native games and apps for Android and iOS, respectively.”</p>
<p>”Another portion of XBLIG developers may go the multi-platform route (e.g. Unity) to create high-quality games on both iOS and Android, with proven tools and technologies.”</p>
<p>”I think that the future of Indie Games on Microsoft&#8217;s next platform will ride on their ability to show off what the Indie world has to offer. This is a tricky situation, because they have made it clear that they want to separate out the $1 XBLIG games from the $60 AAA titles, with distinct marketplaces. Heck, there&#8217;s even a middle ground with Xbox Live Arcade, where some Indie games (e.g. <em> Fez </em> and <em> Super Meat Boy </em> ) have found success.”</p>
<p>”Apple and Google have shown the world that you can place professional games and homebrew indies in the same marketplace, and let the customers decide what they want to buy. Microsoft has started to move towards this trend with their Windows Store for Windows8, so there may be a chance that Indie developers will get better exposure on the next Xbox console.”</p>
<p>”Many developers will definitely switch to other platforms (as they have been), but they can also be wooed back to Microsoft&#8217;s corner if their needs can be appeased.”</p>
<h2>The Future of Indie Games on Xbox</h2>
<p>Developers are clearly uncertain about their future with XNA, and with Microsoft systems in general. When Microsoft created XBLIG and XNA, they hoped to attract indie game developers to their system. Looking at the statistics, it seems like they were succesful – there are 2,837 games in the XBLIG marketplace. The best selling title, <em> Castle Miner Z</em>, has sold over a million copies.</p>
<p>But for every game that succeeded on XBLIG, there are a handful that didn&#8217;t. Many developers have not seen the profitability they had hoped for, and in financial terms other platforms are far more attractive. Take developers Zeboyd Games, whose RPGs <em>Cthulhu Saves The World </em> and <em> Breath Of Death VII </em> sold more in a week on Steam than they did in a year on XBLIG.</p>
<p>Microsoft hasn’t abandoned indie game developers completely. There are still a range of tools which developers can use. But by discontinuing XNA, Microsoft will surely push some indie developers away from Microsoft systems altogether. It is strange that after so much time fostering a positive and productive indie community, Microsoft seems to have turned its back on the developers it once supported. If XNA is to have a successor, it will have a big act to follow.</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>
		<category><![CDATA[Xbox]]></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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		<title>Aeternum Review</title>
		<link>http://theindiemine.com/aeternum-review/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=aeternum-review</link>
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		<pubDate>Fri, 28 Dec 2012 13:32:06 +0000</pubDate>
		<dc:creator><![CDATA[Brandon Schmidt]]></dc:creator>
				<category><![CDATA[Game Reviews]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[Xbox]]></category>
		<category><![CDATA[Aeternum]]></category>
		<category><![CDATA[Brooks Bishop]]></category>
		<category><![CDATA[demon]]></category>
		<category><![CDATA[featured]]></category>
		<category><![CDATA[japanese]]></category>
		<category><![CDATA[spotlight]]></category>
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		<guid isPermaLink="false">http://theindiemine.com/?p=6551</guid>
		<description><![CDATA[Can this shoot-em-up survive despite sitting in a niche within a niche?]]></description>
				<content:encoded><![CDATA[<p><a href="http://theindiemine.com/aeternum-review/aeternumboxart/" rel="attachment wp-att-6582"><img class="alignleft size-full wp-image-6582" alt="Aeternum for Xbox 360" src="http://theindiemine.com/wp-content/uploads/2012/12/aeternumboxart.jpg" width="200" height="274" /></a>One of the luxuries of running an entertainment-centric website is being able to choose which games to write about. Some games catch my eye because of the visuals, or the description of a new game mechanic. Other times, it might be a witty or absurd title. But it was a completely different motivation that led to this review of <em>Aeternum</em>, a shoot-em-up (shmup) for Xbox from new indie studio <a title="Wasted Brilliance website" href="http://wastedbrilliance.com/" target="_blank">Wasted Brilliance</a>. I think I was most intrigued by the fact that the man behind the studio, Brooks Bishop, made the jump from indie game journalist at the (now seemingly-defunct) <a title="Two Fedoras website" href="http://www.twofedoras.com/" target="_blank" class="broken_link">Two Fedoras</a> to indie game developer. I&#8217;ve always wondered whether the ability to critically analyze a game could make someone a better game developer. Despite it being in a genre I typically avoid, using conventions that I generally dismiss, and having a difficulty spike or two, <em>Aeternum</em> ended up being the right challenge for the right amount of time.</p>
<p><em>Aeternum</em>&#8216;s plot involves a young demon girl in search of her best friend. Her journey takes her through the academy she attends as she meets a wide variety of classmates and other creatures. The character design and setting are both very Japanese-inspired, and while it&#8217;s not my cup of tea, I&#8217;m sure there&#8217;s an audience out there for it. Thankfully, the dialogue is well written, fairly humorous at times, and much more likely to appeal to a wider audience than the actual characters themselves.</p>
<p>I&#8217;ve never really been a fan of <a title="SHMUPS" href="http://en.wikipedia.org/wiki/Shoot_'em_up" target="_blank">shmups</a>. I enjoy overcoming adversity, but when a game is designed to frustrate the person playing it,  it seems counter to the concept of entertainment. However, journalistic integrity includes keeping an open mind, which is how I approached <em>Aeternum</em>. What separates this game from other shmups is how the shield system is implemented. Defeating enemies earns the player &#8216;power&#8217;, and 50 &#8216;power&#8217; can be spent to purchase a shield that lasts for a few seconds. The player starts with and can earn &#8216;Panics&#8217; which automatically create a shield in the event the player&#8217;s going to get hit and doesn&#8217;t realize it. These are available in short supply, and even moreso on the higher difficulty settings, so there&#8217;s a strategy involved with making sure they&#8217;re held in reserve. Getting hit with no shields, no power, and no panics available results in the player&#8217;s death.</p>
<div id="attachment_6583" style="width: 610px" class="wp-caption aligncenter"><a href="http://theindiemine.com/aeternum-review/aeternumscreen/" rel="attachment wp-att-6583"><img class="size-full wp-image-6583" alt="Aeternum for Xbox 360" src="http://theindiemine.com/wp-content/uploads/2012/12/AeternumScreen.jpg" width="600" height="337" /></a><p class="wp-caption-text">Projectiles. Lots and lots of projectiles.</p></div>
<p>Taking down the game&#8217;s standard flying cat and dog enemies is an assailable challenge, but the boss fights are another matter. Each of the four stages includes multiple bosses, each with multiple phases. As with most shmups, the key is pattern recognition through trial and error. After a few missteps (and sometimes many more), I found that the shooting and dodging while swapping between an offensive and defensive mindset became almost dance-like in a thoroughly enjoyable way. The game never lets up, though, and attention must be focused at all times between cutscenes. <em>Aeternum</em> embodies the term &#8220;bullet hell&#8221; as the game tries its damnedest to overwhelm the player with a deluge of projectiles to avoid. Thankfully the player&#8217;s avatar can be controlled in an alternate mode that makes only a small area of the player a vulnerable hit box. While that option can also earn scoring boosts from near-misses, the tradeoff is that player movement is slowed down.</p>
<p>One of the biggest complaints I have about <em>Aeternum</em> is the pacing of the game in terms of standard enemies versus boss fights. Sometimes there&#8217;s not enough easier kills in between bosses in order for the player to earn back &#8220;power&#8221; that&#8217;s been spent. The second stage is particularly awful for this. Another minor gripe is the lack of a save system. While the game is only four stages long, they all have to be played in one sitting. And as much as I struggled with the game, I played it on the &#8220;easiest&#8221; level. I don&#8217;t even want to think about how painfully tough the other difficulties are, but they&#8217;re there for the most hardcore of shmup fans. If developers are going to offer a handful of difficulty levels, the easiest one should still be easy. Thankfully a retry stage option was added in the first patch that made it at least somewhat possible for gamers to make it through to the end.</p>
<p style="text-align: center;"><iframe src="http://www.youtube.com/embed/Bjccf_mdLkk" width="560" height="315" marginwidth="0" marginheight="0" frameborder="0"></iframe></p>
<p><em>Aeternum</em> is an interesting animal. There are so many things that I shouldn&#8217;t like about it, but I enjoyed playing it anyway. Most of what I could consider drawbacks or failings tend to fall into the personal tastes category, as the game itself really doesn&#8217;t have any inexcusable issues. The biggest concern I have about whether or not it&#8217;s going to be a success lies in the fact that the genre and character design place it in a niche within a niche, potentially alienating some gamers before they&#8217;ve even tried it. Those that take the risk are going to find a better-than-average shmup. Be forewarned, though, that despite the cutesy facade, this is a game that wants to take your lunch money and have you thank it for doing so. <em>Aeternum </em>is currently selling for 80 MSP ($1) in the <a title="Aeternum in the marketplace" href="http://marketplace.xbox.com/en-US/Product/Aeternum/66acd000-77fe-1000-9115-d80258550c43" target="_blank">Xbox Live marketplace</a>.</p>
<p><strong class="rating">Overall Rating:</strong>&nbsp;&#9733;&#9733;&#9733;&#9733;&#9734;&nbsp;</p>
<p>&nbsp;</p>
<p style='text-align:left'>&copy; 2012 &#8211; 2013, <a href='http://theindiemine.com'>The Indie Mine</a>. All rights reserved. </p>
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		<title>Entropy Review</title>
		<link>http://theindiemine.com/entropy-review/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=entropy-review</link>
		<comments>http://theindiemine.com/entropy-review/#comments</comments>
		<pubDate>Sat, 08 Dec 2012 15:57:23 +0000</pubDate>
		<dc:creator><![CDATA[Brandon Schmidt]]></dc:creator>
				<category><![CDATA[Game Reviews]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[Xbox]]></category>
		<category><![CDATA[Autotivity]]></category>
		<category><![CDATA[Autotivity Entertainment]]></category>
		<category><![CDATA[chemistry]]></category>
		<category><![CDATA[Entropy]]></category>
		<category><![CDATA[featured]]></category>
		<category><![CDATA[Indie Games Uprising]]></category>
		<category><![CDATA[physics]]></category>
		<category><![CDATA[Portal]]></category>
		<category><![CDATA[puzzle]]></category>
		<category><![CDATA[spotlight]]></category>
		<category><![CDATA[XBLIG]]></category>
		<category><![CDATA[xbox live indie games]]></category>

		<guid isPermaLink="false">http://theindiemine.com/?p=6096</guid>
		<description><![CDATA[An atmospheric puzzler for fans of Portal-esque games.]]></description>
				<content:encoded><![CDATA[<p><a href="http://theindiemine.com/entropy-review/entropycover/" rel="attachment wp-att-6211"><img class="alignleft size-full wp-image-6211" title="Entropy by Autotivity Entertainment" alt="Entropy by Autotivity Entertainment" src="http://theindiemine.com/wp-content/uploads/2012/11/EntropyCover.jpg" width="110" height="150" /></a><a title="Interview with Autotivity Entertainment" href="http://theindiemine.com/indie-games-uprising-iii-interview-autotivity-entertainment/" target="_blank">Autotivity Entertainment</a> is one of the more recent developers to try to leave a mark in the post-<em>Portal</em> game world. Their first release, <em><a title="Entropy official website" href="http://www.entropy-thegame.com/" target="_blank" class="broken_link">Entropy</a>,</em> joins <em>Gateways</em> as two autumn XBLIG titles that borrow from that paragon of puzzlers. The inspiration can be seen throughout <em>Entropy</em>, and while it doesn&#8217;t quite stand toe-to-toe with Valve&#8217;s title, the atmosphere and visual quality match or surpass some of the best you&#8217;ll see in the Xbox Live Indie Games arena.</p>
<p>In the world of <em>Entropy</em>, there&#8217;s not much in the way of hand-holding when it comes to figuring out what is supposed to be done and how it&#8217;s supposed to be accomplished. Because the story begins with the limited explanation that something &#8216;strange&#8217; happened, it&#8217;s no surprise that the character&#8217;s identity, purpose, and abilities are also kept a mystery. The first-person view helps further that mystery by obscuring the view of what sort of entity the player is. I don&#8217;t always enjoy games that leave the player to figure out what the hell&#8217;s going on, but the dark and mysterious atmosphere made it seem like a good fit in this instance. A shining amoeba-like creature casually draws the player in the direction they must go, but the path is typically blocked. By unlocking the opening to the next area, the game fairly literally leads the player further down the rabbit hole as he/she drops down a shaft to continue. It&#8217;s enough to make one feel claustrophobic and there&#8217;s no way to tell whether the player is ultimately making their way into or out of the unknown structure.</p>
<div id="attachment_6214" style="width: 610px" class="wp-caption aligncenter"><a href="http://theindiemine.com/entropy-review/entropy1/" rel="attachment wp-att-6214"><img class="size-full wp-image-6214" title="Entropy by Autotivity Entertainment" alt="Entropy by Autotivity Entertainment" src="http://theindiemine.com/wp-content/uploads/2012/11/entropy1.jpg" width="600" height="338" /></a><p class="wp-caption-text">The puzzles get tougher as you head further down the rabbit hole</p></div>
<p>In order to gain access to the next area, the solution generally involves powering up energy conduits that line the walls. How this is accomplished is through orbs found throughout the levels. These orbs might be made of water, fire, and other basic elements. The non-lethal variety can be moved by making contact with them. The deadly ones can be moved through use of a gravity bubble gun that pulls all orbs within its reach to the center of the field. Sometimes the conduits are powered up by piling orbs onto a massive scale that measures weight, pH levels, or temperature. In some instances, the player simply has to figure out a way to draw electricity from an active conduit towards one that&#8217;s inactive. The most help players will typically get is an occasional image projected onto the walls that gives a subtle hint about which direction to go or if there&#8217;s a nearby danger. It&#8217;s refreshing to see a game not give away the most basic of  solutions. It&#8217;s through experimentation that lessons are learned about the effects when the elemental orbs come into contact with one another. For example, douse a fire orb with enough water orbs and it turns to stone. Where <em>Portal </em>is generally considered a physics sandbox, <em>Entropy</em> combines physics with a dose of chemistry.</p>
<div id="attachment_6213" style="width: 610px" class="wp-caption aligncenter"><a href="http://theindiemine.com/entropy-review/screen2-2/" rel="attachment wp-att-6213"><img class="size-full wp-image-6213" title="Entropy by Autotivity Entertainment" alt="Entropy by Autotivity Entertainment" src="http://theindiemine.com/wp-content/uploads/2012/11/screen2.jpg" width="600" height="337" /></a><p class="wp-caption-text">Strong enough for a man&#8230;</p></div>
<p>While discovery of both purpose and means is arguably the strongest facet of <em>Entropy</em>, the graphical prowess is also worth a mention. While I&#8217;m not a fan of throwing down the &#8220;for an XBLIG&#8221; caveat, <em>Entropy</em> really does look great for an XBLIG title. While the engine can chug a bit now and then, the dark environments contrast well with the vibrant, elemental orbs with all of it looking sharp. It&#8217;s a true rarity to see an Xbox indie studio successfully pull off a great-looking 3D environment, so kudos to Autotivity.</p>
<p>While <em>Entropy</em> does a decent job of introducing new gameplay twists every once in awhile, it&#8217;s not the kind of game that&#8217;s going to be fun for long play sessions. Many of the puzzles require precision in how you direct the orbs around hazards as well as some timing in instances where you&#8217;re suspending them over pits or open space. That level of exactness can wear on the player over time. As with a number of the puzzle games we&#8217;ve reviewed, <em>Entropy</em> is best enjoyed in small doses. Thankfully it&#8217;s also the kind of game that&#8217;s easy to come back to without having to get reacclimated. In fact, I took almost a month off from playing the game and had zero issues jumping right back in.</p>
<p><em>Entropy</em> is another worthy entry in the lineup of XBLIG puzzle titles. While comparisons to <em>Portal</em> are inescapable, fans of that series are likely to enjoy the physics and chemistry-based fun that&#8217;s to be had. Although the game lacks the humor and character of its mainstream brother, the shrouded atmosphere is certainly worthy of a look. The puzzles themselves run the gamut from easy to pretty difficult, and only once or twice did I find myself getting really frustrated. The ever present ability to rewind time is a tool that will get a lot of use and certainly helps keep that irritation level down. Players can even skip levels if they want to. It&#8217;s inclusions like these that give the game a bit of polish, elevating it above many of its peers on the XBLIG service. <em>Entropy</em> is currently available in the <a title="Entropy in the Xbox Marketplace" href="http://marketplace.xbox.com/en-US/Product/Entropy/66acd000-77fe-1000-9115-d80258550bf2" target="_blank">Xbox Marketplace</a> for 80 MSP ($1).</p>
<p><strong class="rating">Overall Rating:</strong>&nbsp;&#9733;&#9733;&#9733;&#9733;&#9734;&nbsp;</p>
<p><a href="http://thexblig.com/2012/09/20/review-entropy/" target="_blank" class="broken_link">Review on theXBLIG.com</a></p>
<p><a href="http://indiegamerchick.com/2012/09/19/entropy/" target="_blank">Review on Indie Gamer Chick</a></p>
<p><a href="http://clearancebinreview.com/2012/09/21/indie-games-uprsing-iii-review-entropy-portal-minus-the-portals/" target="_blank" class="broken_link">Review on Clearance Bin Review</a></p>
<p style='text-align:left'>&copy; 2012 &#8211; 2013, <a href='http://theindiemine.com'>The Indie Mine</a>. All rights reserved. </p>
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		<title>Gateways Review</title>
		<link>http://theindiemine.com/gateways-review/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=gateways-review</link>
		<comments>http://theindiemine.com/gateways-review/#comments</comments>
		<pubDate>Thu, 11 Oct 2012 10:34:06 +0000</pubDate>
		<dc:creator><![CDATA[Brandon Schmidt]]></dc:creator>
				<category><![CDATA[Game Reviews]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[Xbox]]></category>
		<category><![CDATA[featured]]></category>
		<category><![CDATA[Gateways]]></category>
		<category><![CDATA[Indie Games Uprising]]></category>
		<category><![CDATA[Portal]]></category>
		<category><![CDATA[puzzle]]></category>
		<category><![CDATA[Smudged Cat Games]]></category>
		<category><![CDATA[spotlight]]></category>
		<category><![CDATA[time travel]]></category>
		<category><![CDATA[XBLIG]]></category>
		<category><![CDATA[xbox live indie games]]></category>
		<category><![CDATA[XNA]]></category>

		<guid isPermaLink="false">http://theindiemine.com/?p=5880</guid>
		<description><![CDATA[Portal comparisons aside, Gateways is the new standard bearer for physics-based puzzle games.]]></description>
				<content:encoded><![CDATA[<p><a href="http://theindiemine.com/gateways-review/boxart_portrait/" rel="attachment wp-att-5938"><img class="alignleft size-medium wp-image-5938" title="Gateways by Smudged Cat Games" alt="Gateways by Smudged Cat Games" src="http://theindiemine.com/wp-content/uploads/2012/10/boxart_portrait-250x300.png" width="200" height="240" /></a>It would be easy to label puzzle/platformer game <em>Gateways</em> as a <em>Portal</em> clone from first impressions. The two-gate travel gun available to your character at the start works on pretty much the same principle as the gun from the Valve mega-hit. Developer <a title="Gateways interview with Smudged Cat Games" href="http://theindiemine.com/indie-games-uprising-iii-interview-smudged-cat-games/" target="_blank">Smudged Cat Games</a> doesn&#8217;t stop there though, and introduces new abilities and challenging puzzles at a steady pace. Just as you&#8217;ve mastered one type of gun, a new one appears to make you rethink how you&#8217;re going to get from one area to the next. Although the game&#8217;s puzzles can occasionally get difficult, the overall package certainly lives up to the high quality standards associated with the library of this veteran XBLIG developer.</p>
<p>By now much of the gaming world has experienced all of the wonder that the <em>Portal</em> series has brought to the industry. Developer David Johnson of Smudged Cat Games takes inspiration from those fun physics-based puzzles and quite literally turns them on their heads. <strong>SPOILER ALERT</strong>: Taking on the role of a scientist stuck trying to escape his own lab, players unlock additional guns that allow them to change their character&#8217;s size, repeatedly travel back and forth between time, and change the orientation of the game world. The first and last of those guns are fairly intuitive once experimented with a couple of times. On the flip side, the time travel gun really takes some getting used to. The same people who skip through EULAs and never read the fine print are the ones that are going to run into trouble.  With all of its nuances, time travel in <em>Gateways</em> is not the easiest concept to wrap one&#8217;s mind around. It took me reading the multi-page help menu explanation before it finally clicked. The application of this one gun alone probably make it worthy of its own game. When combined with the abilities of the other guns, there&#8217;s really an amazing amount of reality-bending power at the player&#8217;s disposal.</p>
<p>The game is structured in a Metroidvania style, with new powers and abilities helping the player open previously impassable doors. One of the niceties in <em>Gateways</em> is that shortcuts can be opened up within the lab that allow the player to quickly travel back to the earlier areas almost in a hub-like design. At times though, it&#8217;s easy to feel lost if you don&#8217;t know about the existence of the overworld map. I&#8217;d played through a good portion of the game before realizing it was there, which would have saved me a lot of time. Having that map at my disposal definitely changed my overall opinion of the game. Backtracking can get a little tedious, especially if you have to repeatedly perform the same series of death-defying feats to reach a particular room. But as long as players use the map to get a general feel for where to go next, they should easily avoid some of the headaches I ran into.</p>
<p>&nbsp;</p>
<p style="text-align: center;"><iframe src="http://www.youtube.com/embed/pE5Y3CgWqfQ" width="560" height="315" marginwidth="0" marginheight="0" frameborder="0"></iframe></p>
<p>&nbsp;</p>
<p>The difficulty of the puzzles later on can get a bit frustrating. Smudged Cat even released an update that allows players to select a &#8216;Normal&#8217; mode to tone things down a bit. I never got to the point where I threw down the controller in disgust, but there were times where I certainly recognized that saving the game, walking away, and coming back with a fresh mind was the way to go. One of the smart design choices was to only allow a single gun to be used in solving the first 90% or so of the puzzles. Otherwise, it would&#8217;ve been far too daunting a task to figure out which guns to whip out and in what order. However, late in the game the rules change such that you&#8217;re going to need to use multiple guns in sequence to solve getting through some of the doors. Most of these really tough puzzles can be solved with patience and determination, but even I had to eventually throw in the towel and either search for a solution online or purchase the answer using orbs collected in-game. Difficulty is always a subjective quality to judge, but I honestly feel like Smudged Cat was trying a bit too hard to boggle our minds. As a reviewer, it was a bit stressful trying to hurry towards a solution, but gamers taking on the challenge at a more casual pace will likely appreciate the pacing and challenge more. Overall I felt like the quality of the puzzles is not only great for an indie game, but puts it right on par with the best to be found in the entire video game industry. With only a few exceptions, they&#8217;re that good and that fun and certainly elicit that &#8216;a-ha!&#8217; moment when solved.</p>
<p><em>Gateways </em>is not all about the puzzles. There is a light amount of platforming, but a good portion of it takes place in between unlocking doors to new areas, rather than being central to the puzzles themselves. There are, of course, exceptions particularly when dodging one&#8217;s own clones in a time-travel solution or when changing the orientation of the lab. I thought this aspect of the game was very well done, especially with the feel of jumping. The right flightiness of jumping is not something that every XBLIG manages to nail, but the developer was successful here.</p>
<p>As with all of the other Smudged Cat titles I&#8217;ve played, there&#8217;s a high level of refinement in the presentation. Yes, the visual quality is, for better or worse, decidedly retro. However, the music is atmospheric, the menu system intuitive, and the help very&#8230; helpful. I mentioned before that there&#8217;s a great series of instructions in the help system for how each of the guns work, and I would consider it a must-read. The visual effects produced by opening the different gateways provide that same wonder first experienced with <em>Portal</em>. Though lower-res, I think it is even more awe-inspiring here when you can see clones of yourself running around in different stages of time traveling.  It&#8217;s easy to tell from the way the whole package is put together that Smudged Cat has been down this road before and learned a thing or two about how to assemble a finished product. That&#8217;s something that&#8217;s usually lacking on the XBLIG service.</p>
<div id="attachment_5942" style="width: 610px" class="wp-caption aligncenter"><a href="http://theindiemine.com/gateways-review/screen4-4/" rel="attachment wp-att-5942"><img class="size-full wp-image-5942" title="Gateways by Smudged Cat Games" alt="Gateways by Smudged Cat Games" src="http://theindiemine.com/wp-content/uploads/2012/10/screen4.jpg" width="600" height="267" /></a><p class="wp-caption-text">The effects seen by approaching open gateways provide a cool, visual treat</p></div>
<p><em>Gateways</em> not a perfect game, but it really raises the bar for what puzzle games on XBLIG should aim for. I lost count of how many times I thought to myself &#8220;What a wonderfully crafted puzzle, you tricky bastard.&#8221; A lot of people are going to draw the obvious comparisons between <em>Gateways</em> and <em>Portal </em> including me in this very article. In its own indie way <em>Gateways</em> goes on to do so much more. Perhaps the best praise I can heap upon this title is to say that it wouldn&#8217;t surprise me to start seeing <em>Gateways</em>-inspired titles start to pop up in the near future. Despite some gripes about the difficulty, I can say with full confidence that I consider it a polished gem, and I believe most players will agree.</p>
<p><strong class="rating">Overall Rating:</strong>&nbsp;&#9733;&#9733;&#9733;&#9733;&#9733;&nbsp;</p>
<p><em>Note: This review was conducted using version 1.11 of the game.</em></p>
<p>Additional Gateways coverage:</p>
<p><a href="http://thexblig.com/2012/09/16/review-gateways/" target="_blank" class="broken_link">Review on theXBLIG.com</a></p>
<p><a href="http://indiegamerchick.com/2012/09/15/gateways/" target="_blank">Review on Indie Gamer Chick</a></p>
<p><a href="http://clearancebinreview.com/2012/09/16/indie-games-uprising-iii-review-gateways-for-science/" target="_blank" class="broken_link">Review on Clearance Bin Review</a><br />
<a class="rafl" id="rc-6cec7b3" href="http://www.rafflecopter.com/rafl/display/6cec7b3/" rel="nofollow">a Rafflecopter giveaway</a><br />
<script type="text/javascript" src="//d12vno17mo87cx.cloudfront.net/embed/rafl/cptr.js"></script></p>
<p style='text-align:left'>&copy; 2012 &#8211; 2013, <a href='http://theindiemine.com'>The Indie Mine</a>. All rights reserved. </p>
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		<title>City Tuesday Review</title>
		<link>http://theindiemine.com/city-tuesday-review/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=city-tuesday-review</link>
		<comments>http://theindiemine.com/city-tuesday-review/#comments</comments>
		<pubDate>Thu, 27 Sep 2012 10:40:41 +0000</pubDate>
		<dc:creator><![CDATA[Brandon Schmidt]]></dc:creator>
				<category><![CDATA[Game Reviews]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[Xbox]]></category>
		<category><![CDATA[Adventure Mountain]]></category>
		<category><![CDATA[bomb]]></category>
		<category><![CDATA[City Tuesday]]></category>
		<category><![CDATA[featured]]></category>
		<category><![CDATA[Groundhog Day]]></category>
		<category><![CDATA[Indie Games Uprising]]></category>
		<category><![CDATA[Majora's Mask]]></category>
		<category><![CDATA[puzzle]]></category>
		<category><![CDATA[spotlight]]></category>
		<category><![CDATA[time travel]]></category>
		<category><![CDATA[XBLIG]]></category>
		<category><![CDATA[xbox live indie games]]></category>
		<category><![CDATA[XNA]]></category>

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		<description><![CDATA[Sit back, relax, and rewind with this puzzler based on time travel.]]></description>
				<content:encoded><![CDATA[<p><a href="http://theindiemine.com/city-tuesday-review/citytuesdaycover/" rel="attachment wp-att-5787"><img class="alignleft size-medium wp-image-5787" title="City Tuesday by Return to Adventure Mountain" alt="City Tuesday by Return to Adventure Mountain" src="http://theindiemine.com/wp-content/uploads/2012/09/citytuesdaycover-250x300.png" width="200" height="240" /></a>Imagine if you will, a bag of one of your favorite candies. You reach in and grab a handful and they&#8217;re delicious. You grab a second handful and they&#8217;re even better. You reach in again, only this time you grab a fistful of air. The bag is empty. The enjoyment already over. Such is the experience of playing <em>City Tuesday</em> from developer <a title="developer blog" href="http://returntoadventuremountain.com/" target="_blank">Return to Adventure Mountain</a>. This aesthetically distinct puzzle game for the Xbox 360 is a breath of fresh air in the puzzle game genre, but it ends just as it&#8217;s getting started.</p>
<p>In <em>City Tuesday</em>, players take on the role of an unnamed citizen tasked with stopping the machinations of a bomb-crazy criminal element. There&#8217;s very little backstory for who these villains are, and there&#8217;s never an explanation for who the protagonist is or why he alone is responsible for saving the city. The goal is clear though: capture all of the bombs before time runs out.</p>
<p>The player does have one thing working in his or her favor: the ability to relive that same momentous day over and over again. At any time, players can rewind the clock to restart the day, though any bombs that have been captured don&#8217;t need to be obtained again. In true <a title="Obligatory Groundhog Day reference" href="http://www.wolfgnards.com/media/blogs/photos/celebrities/groundhog-day.jpg" target="_blank" class="broken_link">Bill Murray fashion</a>, the day can be spent gathering information about the personalities and movement patterns of citizens of the city. This gives the player a timetable under which they can operate to ensure they&#8217;re in the right place at the right time. This implementation of time travel in video games is not a wholly unique concept, classics like <em>Majora&#8217;s Mask </em>immediately come to mind, and even though it&#8217;s not implemented as deeply here, it&#8217;s done reasonably well.</p>
<p style="text-align: center;"><iframe src="http://www.youtube.com/embed/2WOFoy32yeo" width="560" height="315" marginwidth="0" marginheight="0" frameborder="0"></iframe></p>
<p>The complexity of the puzzles quickly ramps up, but never gets too difficult. <em>City Tuesday</em> begins with simple one-screen brainteasers to introduce players to the controls and shortly afterwards to the time reset concept. There&#8217;s a running timer and non-controllable events are set for specific times, because of this it&#8217;s impossible in the latter stages of the game to collect all of the bombs in a single run. Players will have to talk to citizens to learn passcodes or follow them as they move from one location to another as their actions set new events in play. Often movement to specific locations is restricted by security guards, so learning how and when to slip by takes some cunning and patience. There are plenty of red herring characters and events thrown in that serve to make sure the solutions aren&#8217;t too obvious and to make the city feel more alive. There&#8217;s also a good amount of humor to be found in the information about all of the people encountered along the way.</p>
<p>Coming into the 2012 Indie Games Uprising event, of which <em>City Tuesday</em> is a part, this game was at the top of my radar and it all started with a look at the visual style. The design was inspired by help signs seen in public transportation. All of the characters are drawn as stick figures and the settings involve a lot of train stations, parking lots, and other public transit-based themes. The game also opens up with an artistic opening cinematic that has to be seen to be appreciated. I came away very impressed with the aesthetics of this game.</p>
<div id="attachment_5790" style="width: 610px" class="wp-caption aligncenter"><a href="http://theindiemine.com/city-tuesday-review/citytuesday1/" rel="attachment wp-att-5790"><img class="size-full wp-image-5790" title="City Tuesday by Return to Adventure Mountain" alt="City Tuesday by Return to Adventure Mountain" src="http://theindiemine.com/wp-content/uploads/2012/09/citytuesday1.png" width="600" height="340" /></a><p class="wp-caption-text">The signage-based design is a visual treat</p></div>
<p>Unfortunately, there must be some inherent flaw with creating a mad bomber game. Much like last year&#8217;s <a title="SpeedRunner HD review" href="http://theindiemine.com/speedrunner-hd-review/" target="_blank"><em>SpeedRunner HD</em></a> &#8211; also part of the last <a title="Indie Games Summer Uprising" href="http://indiegames-uprising.com/Default.aspx" target="_blank">Indie Games Summer Uprising</a> &#8211; <em>City Tuesday</em> is incredibly short. Less than an hour after sitting down to fire up the game for the first time, I reached the rather abrupt and ultimately unsatisfying ending. The game had just hit its stride with four or five bombs spread across a dozen or so screens, many of which had events cross over between them. Just like that, though, the game was over. There wasn&#8217;t even a closing cinematic to tie a ribbon on the story. Just a bland end screen that I wasn&#8217;t even sure at first was an end screen. It&#8217;s disappointing on a few levels. Having just pumped hour after hour into <em>Smooth Operators</em>, it was surprising that this game was over. Since there&#8217;s no variability in the way events play out, there&#8217;s no reason to play through the game again. Honestly, though, I think the biggest reason I was disappointed in the game was because for that one hour I saw a ton of promise as the game kept building up the puzzle sophistication. The puzzles were fun and there was personality. Sadly, in the end it felt more like a proof of concept than a full-fledged game. Hopefully the developers can take this solid framework and make a fleshed-out sequel.</p>
<p>I had no trouble with finding a voice for the things I loved and hated about <em>City Tuesday</em>. What was problematic was trying to assign it a review score. The content of the game is good, even bordering on great. But is there enough to justify a solid rating? The crushing disappointment of the game&#8217;s brevity is counterbalanced by the fun factor of the puzzles. In the end, it was the game&#8217;s visual style that gave it the slightest of nudges into recommendation territory. Buyers beware, though, as those expecting a full-length adventure will be the ones blowing up.</p>
<p>&nbsp;</p>
<p><strong class="rating">Overall Rating:</strong>&nbsp;&#9733;&#9733;&#9733;&#9734;&#9734;&nbsp;</p>
<p><a href="http://theindieocean.com/2012/09/18/city-tuesday-indie-games-uprising-iii/" target="_blank" class="broken_link">Review on The Indie Ocean</a></p>
<p><a href="http://clearancebinreview.com/2012/09/18/indie-games-uprsing-iii-review-city-tuesday-signs-signs-everywhere-a-sign/" target="_blank" class="broken_link">Review on Clearance Bin Review</a></p>
<p><a href="http://indiegamerchick.com/2012/09/20/city-tuesday/" target="_blank">Review on Indie Gamer Chick</a></p>
<p><a href="http://thexblig.com/2012/09/22/review-city-tuesday/" target="_blank" class="broken_link">Review on theXBLIG.com</a></p>
<p><a href="http://indietheory.com/review/9-xblig/181-review-city-tuesday" target="_blank">Review on Indie Theory</a></p>
<p style='text-align:left'>&copy; 2012 &#8211; 2013, <a href='http://theindiemine.com'>The Indie Mine</a>. All rights reserved. </p>
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