Title: Trace Vector
Developer: Vexel Games
Platforms: PC
Price: $9.99
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Honing your reflexes and skill to react in mere moments is a thrill shared by many games, and Trace Vector's neon webs of lines and color offers stylish fast paced challenge
Set on a minimalist network of paths, dead ends, and other exotic modifiers such a boost strips and portals, you have a simple goal in Trace Vector: collect fuel nodes and reach the exit. The task is easier said than done though; your line moves automatically, guided to take different forks in the path, slow down, depending on your inputs. While the controls are mechanically simple, the gameplay is never less than thrilling, as you only have seconds to study the myriad paths as you approach, plan out the best route to collect fuel, and then react fast enough to make the proper turns as you race ahead.. Earlier maps are simple and short, but quickly branch into intricate webs with numerous routes to consider.
In both its level-based Adventure mode and Endless challenge, Trace Vector is fun, fast, and will definitely test your reflex and reactions. You can purchase Trace Vector from Desura and vote for the game on Steam Greenlight.
PC Spotlight #77: Deadlock
Title: Deadlock
Developer: 5-Bits Games
Platforms: PC
Price: $6.02 (33% off)
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First person platforming, the bane of gaming for many players. Many games do it poorly, some do it well, and then rare games like Mirror's Edge excel. Deadlock is one of the few that gets first person platforming right, within a stylish sci-fi framework.
Developer: 5-Bits Games
Platforms: PC
Price: $6.02 (33% off)
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First person platforming, the bane of gaming for many players. Many games do it poorly, some do it well, and then rare games like Mirror's Edge excel. Deadlock is one of the few that gets first person platforming right, within a stylish sci-fi framework.
Well I've seen some comments comparing Deadlock to Portal 2, probably because of the perspective and a special gun, Deadlock is far from Valve's puzzle-focused game. It's a fast-paced precision platformer, challenging you to double jump and dash through a gauntlet of high tech hazards. Your gun acts as a mobile on-off switch, allowing you to activate or deactivate jump pads, turrets, fans, gates, and doorways as you race through each level, sometimes aiming while flying through the air. While the game is only five levels, they're long, with the first taking me almost 45 minutes to complete, and the rest only growing more complex and challenging. Besides the story levels, you can also speed-run through Sparks, short sections of levels turned into speed courses, so there's no shortage of platforming fun. Perhaps, what's most impressive about Deadlock, besides its sleek sci-fi aesthetic, is just how satisfying its core gameplay is. The platforming feels extremely solid, you're very maneuverable and agile, and the areas are just begging to be mastered, with shortcuts and ways to shave off seconds weaved into the level designs.
Deadlock is a challenging first-person precision platformer, that satisfies with its great level design, finely tuned controls, and cool visuals. You can purchase the game on Desura.
IOS Spotlight #47: Pocket Moto X
Title: Pocket Moto X
Developer: Mark Kevern
Platforms: IOS Universal
Price: $0.99
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Say "2D bike game" and more often than not, you'll lose an IOS gamer's interest pretty fast, which is probably why Pocket Moto X had gone unnoticed for six months. The genre is almost ubiquitous on the platform, but Pocket Moto stands out due to its polish and Trials-esque gameplay.
Developer: Mark Kevern
Platforms: IOS Universal
Price: $0.99
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Say "2D bike game" and more often than not, you'll lose an IOS gamer's interest pretty fast, which is probably why Pocket Moto X had gone unnoticed for six months. The genre is almost ubiquitous on the platform, but Pocket Moto stands out due to its polish and Trials-esque gameplay.
What I found most appealing about Pocket Moto was its colorful art. The world is vibrant, and peppered with little touches such as how the world gets dark and shaded when you enter caves. Those details extend outside of the visuals as well, from the character bios to their different poses in the bike selection screens. It's those details that make Pocket Moto stand out from the many other bike games on IOS. The gameplay also doesn't disappoint in the gameplay; while not as fast or challenging as Bike Baron, Pocket Moto's levels require a similar finesse as you leap over gaps and maneuver your bike through tough obstacle courses. It's fun, the controls are responsive, the physics feel finely tuned.
Pocket Moto X is a fun charming hidden gem for fans of Trials-esque games. You can purchase the game for $0.99.
PC Spotlight #75: Rage Runner
Title: Rage Runner
Developer: Hypercane Studios
Platforms: PC, Mac, Linux, Ouya
Price: $4.99
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Speed is thrilling. Games like Super Hexagon, Super Meat Boy, and others have demonstrated the white-knuckle thrill of reaction under pressure, where you only have moments to react and respond. Rage Runner may not be the most polished or complex game, but it certainly gets one thing right: an intense sense of speed
Guiding your ship through the gauntlet of hazards in each level is no easy task. From simple walls and columns to more dangerous obstacles like spiked crushers, every moment of Rage Runner is one of reaction, as you thread your way to safety, orient your ship to pass through the tightest gaps, and blast through walls as they rush towards you at high speed. Fans of Goscurry and Race The Sun will right at home with Rage Runner's close calls and difficulty, and the visuals of racing through the tight corridors with mere inches to spare and only seconds to react is just satisfying. Power-ups such as shields and missiles add some variety to the fast paced evasion/
Rage Runner isn't very deep and won't offer complex mechanics, but if you're looking for a high speed reflex-testing experience, Rage Runner is worth a try. You can purchase the game on Desura and the Ouya store.
Developer: Hypercane Studios
Platforms: PC, Mac, Linux, Ouya
Price: $4.99
---
Speed is thrilling. Games like Super Hexagon, Super Meat Boy, and others have demonstrated the white-knuckle thrill of reaction under pressure, where you only have moments to react and respond. Rage Runner may not be the most polished or complex game, but it certainly gets one thing right: an intense sense of speed
Guiding your ship through the gauntlet of hazards in each level is no easy task. From simple walls and columns to more dangerous obstacles like spiked crushers, every moment of Rage Runner is one of reaction, as you thread your way to safety, orient your ship to pass through the tightest gaps, and blast through walls as they rush towards you at high speed. Fans of Goscurry and Race The Sun will right at home with Rage Runner's close calls and difficulty, and the visuals of racing through the tight corridors with mere inches to spare and only seconds to react is just satisfying. Power-ups such as shields and missiles add some variety to the fast paced evasion/
Rage Runner isn't very deep and won't offer complex mechanics, but if you're looking for a high speed reflex-testing experience, Rage Runner is worth a try. You can purchase the game on Desura and the Ouya store.
Ramblings: Why I'm An Indie Gamer
On the merits of indie gaming
(This was originally posted in response to the thread Indie > AAA on NeoGAF)
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(This was originally posted in response to the thread Indie > AAA on NeoGAF)
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When I first posted here in July, I had only recently gotten into PC gaming. Now almost seven months later, I wanted to share my thoughts on the debate again from a more informed perspective. In those months, I've found myself immersed in the indie gaming scene. I rarely touch my consoles anymore, I check r/IndieGaming and TIGForum everyday, and have become one of the primary contributors to the NeoGAF monthly Indie Games threads, as well as the author of my own blog focused on indie gaming.
To say it was a radical shift, and an unexpected one at that, is probably an understatement. A year ago, even less than a year ago, I would have never imagined myself to be such an advocate for indie gaming. While I had dabbled in freeware and flash games over the years, I was always primarily a console gamer, mainly Playstation, since I was a kid. Between Uncharted, God of War, pretty much anything by Rockstar, I always loved games with the best visuals, crazy set pieces, bombastic action, etc....you know, the typical AAA experience.
However, I found myself less enamored by the wonders of AAA gaming as I got older. Now don't get me wrong, I'm still impressed by and enjoy big-budget console gaming as much as the next guy. The Last of Us is probably one of my favorite games of 2013, maybe even all time. But as games shifted more towards online focused, and many just seeming rote and uninspired, I was looking for original and unique experiences to play. And I found them in indie games
Personally I feel that gaming is the most innovative art medium out there. It's definitely the youngest, and definitely has to grow and develop more before being appreciated on the same level as literature and film, but I still feel that gaming is the one form of art that can truly immerse you in an experience, through a multi-faceted array of the visual, audio, narrative, and of course the interactive element. While many AAA games seems to only represent gaming as entertainment, the indie side of gaming has embraced the medium as an art form and in this way, continue to deliver unique original experiences that just can't be found anywhere else and certainly wouldn't be attempted by AAA publishers.
There are several reasons why I feel indie gaming is so much more rewarding than its AAA counterpart. Perhaps the most evident is the closeness between developer and community. While Ubisoft, Rockstar, Square Enix may communicate with its fanbase through community managers and the like, more often than not, indie developers have a direct line of communication between themselves and their fans, through devlogs, Tumblrs, Twitters, and forums. It's this closeness and transparency that makes indie development, in many ways, feel like a conversation between creator and community, more intimate than the relationship between fanbase and publisher.
The other reason and probably the one that intrigues me the most is the seemingly endless depth of originality and diversity that indie games offer. Put aside the notions and biases, look beyond those common cries of "It's all 2D pixel art platformers" and "Everything's inspired by Dark Souls", and you'll find a wide expanse of unique titles of all genres, styles, and themes.
In 2013 alone, I played the bleak hopeless tale of Gods Will Be Watching, delved into twisting meta-rabbit hole that was The Stanley Parable, fought for desperate survival and died under the cold rain in the roguelike Neo Scavenger. I explored an abstract frontier in Mirrormoon EP and discovered unexplored worlds in Outer Wilds. I watched my plans fall apart in blood and anarchy in Prison Architect, dropped tangos with timing and precision in Door Kickers, endured bullet hell mayhem in Assault Android Cactus. I become the lynchpin in fates both big and small in Papers Please, I admired the fluid artistry of Dust: An Elysian Tail, and honed my skills in the frantic Samurai Gunn.
That was only 2013. 2014 is even more promising, between the free-form rocket-propelled platforming of Cloudbuilt, the Greek mythos given life in Apotheon, the hyper-kinetic high-speed Distance, from the atmospheric worlds of Hyper Light Drifter and Rain World to the first-person adventure awaiting in The Witness and Routine. And that's only a fraction of what indie gaming in 2014 has to offer. And the fact that each and every day I discover new promising experiences that I had never heard of before, speaks volumes about the diversity and potential of independent gaming
However there is a final element that makes indie gaming worthwhile and worthy of your time and attention and it's an element that's easily summed up in one word: "independent." Indie developers are free to express ideas, values, narratives that just wouldn't be profitable or perhaps be deemed unfit for mainstream gamers. Would Rockstar or Ubisoft seek to tackle the subject of cancer and its effect on family (That Dragon, Cancer) or lead a player through a world crafted from the history of typography (Type:Rider)? Would a game about a troubled girl's childhood (Journal) focus test well enough to see release or would an experience about building massive self-sustaining autonomous factories on alien worlds (Factorio) be considered too complex and complicated to be released without hand-holding and myriad tutorials and tips? Indie developers are able to breathe life into their wildest concepts and most personal experiences, unfettered by the restrictions and barriers of AAA development, able to tackle concepts and themes that big mainstream developers can't or won't.
But in the end, it doesn't matter if a game has pixel graphics, or is inspired by Dark Souls, or is on IOS, or is an mobile-to-PC port, or is indie or AAA or whatever. What matters, what should always come first, is the gameplay, the experience itself. Is the game good, is it worth playing, is it fun, is it enjoyable? Doesn't matter the platform, or budget, or team size; a good game is a good game, period. Perhaps that's what we should strive for, not to enjoy or dismiss games because they're labelled as indie or AAA,, but to judge a game by the depth of its experience and the wonder of its artistry, by the quality of its gameplay,
IOS Spotlight #46: Rocket Robo
Title: Rocket Robo
Developer: Bad Kraken Games
Platform: IOS Universal
Price: $0.99
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One of the more innovative advantages of the IOS platform is its potential for unique control schemes. Between tilt, multi-touch, swiping, virtual buttons, the platform allows for games and controls that wouldn't be possible on other systems. Rocket Robo combines tilt, swipes, and one touch controls to make a fun inventive puzzle action game.
Set in the varied confines of two worlds (with the third coming in an upcoming update), you control a small robot as he collect stars to restore a space lighthouse. The controls are simple but work perfectly: tilt to angle yourself, tap or hold to activate your thrusters, and swipe to switch between planes. Yes, Rocket Robo is clearly inspired by LittleBigPlanet, with its patchwork environments and worlds that consist of a background and foreground to move between, but it takes these aspects and forges its own identity. While there are hazards like bombs and saw blades to avoid, Rocket Robo is first and foremost focused on puzzles and exploration; numerous new mechanics are introduced throughout the levels, from level rotating to manipulate light in dark environments to movable level sections and zero gravity.
Rocket Robo isn't the most challenging game, but it's certainly polished, fun, and offers a great art style to admire and finely tuned controls. You can purchase Rocket Robo for $0.99
Developer: Bad Kraken Games
Platform: IOS Universal
Price: $0.99
---
One of the more innovative advantages of the IOS platform is its potential for unique control schemes. Between tilt, multi-touch, swiping, virtual buttons, the platform allows for games and controls that wouldn't be possible on other systems. Rocket Robo combines tilt, swipes, and one touch controls to make a fun inventive puzzle action game.
Set in the varied confines of two worlds (with the third coming in an upcoming update), you control a small robot as he collect stars to restore a space lighthouse. The controls are simple but work perfectly: tilt to angle yourself, tap or hold to activate your thrusters, and swipe to switch between planes. Yes, Rocket Robo is clearly inspired by LittleBigPlanet, with its patchwork environments and worlds that consist of a background and foreground to move between, but it takes these aspects and forges its own identity. While there are hazards like bombs and saw blades to avoid, Rocket Robo is first and foremost focused on puzzles and exploration; numerous new mechanics are introduced throughout the levels, from level rotating to manipulate light in dark environments to movable level sections and zero gravity.
Rocket Robo isn't the most challenging game, but it's certainly polished, fun, and offers a great art style to admire and finely tuned controls. You can purchase Rocket Robo for $0.99
PC Spotlight #74: XenoRaptor
Title: XenoRaptor
Developer: Peter Cleary
Platforms: PC, Mac, Linux
Price: $10
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Very rarely do I impulse-buy games. I saw XenoRaptor on TIGForums last night and was instantly intrigued by the crazy description and impressive GIFs. If "a weapon which teleports attack bears into the cockpit of enemy ships" doesn't peak your interest, nothing will. I tried the demo and then purchased the game ten minutes later, I'm a big fan of dual stick shooters and bullet hell mayhem action games, and XenoRaptor does not disappoint.
The last indie that compelled me to buy it so fast was Broforce and in a similar fashion, XenoRaptor is wild, over-the-top, and just fun. The controls are fluid and very responsive, allowing you to evade enemy fire and enemies themselves with ease. But being able to maneuver with ease doesn't mean the game is easy. The gameplay has the same fast, frenetic, frantic pace of Assault Android Cactus, as bullets and enemies fly in from all angles, and you must constantly stay on the move, rarely given a moment to rest. However, XenoRaptor offers the player far more freedom in terms of gameplay. From engine types to customizing your loadouts to altering your dragons color pattern, you have a wide range of options to mix and match. Want to be a teleporting, mine dropping, laser blade wielding cyberdragon? Or evasive and armed with railgun and chaingun? Or do you want to mind control enemy ships and use your laser like a tractor beam? All those playstyles are equally viable.
XenoRaptor's charm extends to its environments and visuals as well. Controlling a weaponized space dragon mech is just feels more exciting and cooler your usual SHMUP ship, and better yet, the health and overheat meter is represented Dead Space-style, by lights on your dragon's body, keeping the UI minimal and the screen free of clutter. The backdrop of planet, stars, and asteroid fields are impressive and in some instances play a role in gameplay. Asteroids can be dragged along with your tractor beam or used to funnel enemies through chokepoints so they destroy themselves.
XenoRaptor doesn't just offer hectic single player chaos; you can also play co-operatively and competitively. I haven't tried those modes yet, but they're there for people who enjoy multiplayer. The game is still in beta, with more maps, enemies, bosses, and ship components to come. If you're a fan of arcade shooters, bullet hell fun, and tactical depth, XenoRaptor is right up your alley. You can purchase XenoRaptor or download the demo from the developer's site, follow the game's developer on TIGForum and Tumblr, and vote for the game on Greenlight.
Developer: Peter Cleary
Platforms: PC, Mac, Linux
Price: $10
---
Very rarely do I impulse-buy games. I saw XenoRaptor on TIGForums last night and was instantly intrigued by the crazy description and impressive GIFs. If "a weapon which teleports attack bears into the cockpit of enemy ships" doesn't peak your interest, nothing will. I tried the demo and then purchased the game ten minutes later, I'm a big fan of dual stick shooters and bullet hell mayhem action games, and XenoRaptor does not disappoint.
The last indie that compelled me to buy it so fast was Broforce and in a similar fashion, XenoRaptor is wild, over-the-top, and just fun. The controls are fluid and very responsive, allowing you to evade enemy fire and enemies themselves with ease. But being able to maneuver with ease doesn't mean the game is easy. The gameplay has the same fast, frenetic, frantic pace of Assault Android Cactus, as bullets and enemies fly in from all angles, and you must constantly stay on the move, rarely given a moment to rest. However, XenoRaptor offers the player far more freedom in terms of gameplay. From engine types to customizing your loadouts to altering your dragons color pattern, you have a wide range of options to mix and match. Want to be a teleporting, mine dropping, laser blade wielding cyberdragon? Or evasive and armed with railgun and chaingun? Or do you want to mind control enemy ships and use your laser like a tractor beam? All those playstyles are equally viable.
XenoRaptor's charm extends to its environments and visuals as well. Controlling a weaponized space dragon mech is just feels more exciting and cooler your usual SHMUP ship, and better yet, the health and overheat meter is represented Dead Space-style, by lights on your dragon's body, keeping the UI minimal and the screen free of clutter. The backdrop of planet, stars, and asteroid fields are impressive and in some instances play a role in gameplay. Asteroids can be dragged along with your tractor beam or used to funnel enemies through chokepoints so they destroy themselves.
XenoRaptor doesn't just offer hectic single player chaos; you can also play co-operatively and competitively. I haven't tried those modes yet, but they're there for people who enjoy multiplayer. The game is still in beta, with more maps, enemies, bosses, and ship components to come. If you're a fan of arcade shooters, bullet hell fun, and tactical depth, XenoRaptor is right up your alley. You can purchase XenoRaptor or download the demo from the developer's site, follow the game's developer on TIGForum and Tumblr, and vote for the game on Greenlight.
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