Tag Archives: Shooter

Ratchet & Clank: Tools of Destruction (PlayStation 3)

Ratchet and Clank Tools of Destruction

Developer(s) – Insomniac Games

Publisher(s) – Sony Computer Entertainment

Director – Brian Allgeier

PEGI – 7

Released shortly after the PlayStation 3 console back in 2007, Ratchet & Clank: Tools of Destruction introduced gamers and fans alike to the Ratchet & Clank Future series. Telling a new story following the events of the original trilogy. It has all the hallmarks of the previous two games. Whilst introducing new locations, new characters, new weapons, and a new villain. Speaking as a fan of the series, he left a long-lasting and positive impression on me personally. The best of the Future trilogy would be yet to come, but this game was an excellent way to kick it all off. 

Graphics – 8/10

The game starts off in the same system as the first Ratchet & game, but it later introduces players to the galaxy of Polaris. A distant star system currently under the tyranny of Emperor Percival Tachyon. The game’s main villain. The game’s various different planets and moons offer players yet another wonderfully varied and well-designed world. Which on a technical level, also did extremely well to demonstrate early doors just what the PlayStation 3 was capable of on the graphical level. The game’s soundtrack also wonderfully adds to the whole atmosphere of the game. Going along with the tableaus of each planet’s respective theme.

Gameplay – 8/10

The gameplay follows very much the same formula as Ratchet and Clank 2 & 3 with the same controls and style of combat with the additional side quests to undertake in between. But what makes this game stand out is the new weapons and means of subduing enemies, as is the main hallmark of what makes each game in the series stand out from one another. This was also the game in which the developers introduced the Mr. Zurkon weapon, which in my opinion, is the best weapon in the entire franchise, and has since featured in most games following this. New gadgets are also introduced in order to solve new puzzles along the way, which also does well to add to the variety of the overall series. 

Controls – 10/10

The controls had been refined as necessary with the release of Ratchet & Clank 2: Going Commando, and as this game operates within the same principles, there are no issues with the controls as such, and really, there haven’t been any issues with the controls since. Tools of Destruction in particular, however, also makes use of the PlayStation 3’s six-axis controls, with players having to move the controller to instigate character movement, which in this game, is handled particularly well. 

Lifespan – 8/10

To complete the game 100% will take there around 20 hours tops, which at the time was about the average for a Ratchet & Clank game to last. The average lifespan of games in the Ratchet and Clank Future series would go on to fluctuate from thereon, with the lifespan of Ratchet & Clank: Quest For Booty being a major insult, and then Ratchet & Clank: A Crack in Time’s lifespan being legendary, then finally with Ratchet & Clank: Nexus’s lifespan again seeming far too short. But Tools of Destruction definitely represents a middle ground in that respect; It’s not too short but is the reason why the best of the Future series would be yet to come. 

Storyline – 7/10

The story of Tools of Destruction follows Ratchet & Clank in their adventure across the Polaris Galaxy in their bid to stop Emperor Percival Tachyon from taking over and bringing back his ancient race that once almost wiped out the entire universe. The game’s story is extremely compelling in that it focuses a lot on Ratchet’s backstory, and where exactly he came from. And the fate of his race and his family. Which would be a running plot point in the entire Future series. There are a plethora of twists and turns in this respect throughout the story, but especially towards the end. Without spoiling exactly what happens, this game ends on one of the most intriguing cliffhangers I’ve ever seen in gaming. 

Originality – 7/10

In terms of every respect of this game, from the new weapons, new gameplay tropes, new characters, and stories to the introduction of a side of Ratchet that gamers hadn’t ever seen before, the game does extremely well to stand out from not only every other Ratchet & Clank game but most other games on the PlayStation 3 in my opinion. For a game that was originally aimed at kids, it does deal with some mature and deep-rooted themes, which gives the game a boost because it perpetuates the whole idea that video games can indeed be considered an art form. 

Happii

Overall, Ratchet & Clank: Tools of Destruction is by far a better game than what I gave it credit for after my first playthrough; it was a great way to kick off the Ratchet & Clank Future series and still holds up as a particularly enjoyable gaming experience. 

Score

50/60

8/10 (Very Good) 

Q&A With Monster Finger Games Volume 2

Last month, I played and reviewed a new PC release entitled Alien Scumbags. Developed by Monster Finger Games under principal designer James Ross, it’s an 8-BIT shoot’em up made as a love letter to the likes of Doom, Quake, and Duke Nukem, but also features a plethora of discoverable references to a wide range of classic games, as well as modern-day hits whilst also delivering on a nice blend of horror and comedy. After having interviewed James before the release of the game:

https://scousegamer88.com/2020/05/10/qa-with-monster-finger-games/

I once again got in touch with him to find out more about the future of this title as well as the additional content planned for future inclusion and his experiences following the game’s official release. Here’s what James Ross had further to say about Alien Scumbags:

 

How has the game been received since it’s release? 

Sales are not as high as we hoped but the majority of people who have played it absolutely love it which is really great to see.

Is there scope to bring Alien Scumbags to other platforms in the future? 

Possibly Switch, but it depends how well it does on Steam really.

 

 

The last time we spoke, you mentioned further content being developed for the game and even showed me this piece of concept art. Can you tell us more about it? 

I have created several pieces of concept art and the plan is for everything to make it into the game, the last big release added another new enemy to the mix which needed another strategy to kill, the next big release will be adding another new enemy, the first projectile-based enemy so excited for people to see that.

 

You also mentioned the importance of community feedback throughout the game’s development, but how active has the community been since its release, and have you had any more important feedback after which?

The game has evolved since its release in a variety of ways due to feedback, including how certain guns work, being able to aim above, etc. A lot of the feedback has come from the amazing Twitter community and streamers.

 

What further video game references are you planning to include with the introduction of new content in the game?

I can’t tell you much about that, you will have to wait and see 😉

 

If you could develop a game in any franchise, indie or mainstream, which one would it be?

I would love to be a part of creating another Road Rash game, I think a pseudo-3D game similar to the originals would make for a really interesting title.

 

What is your favorite easter egg you’ve added to Alien Scumbags? 

My fave easter egg is the secret room that takes inspiration from a certain plumber.

 

In our last Q&A, you also mentioned developing a game entitled Super Bombardier. How has development been progressing? 

Currently, I am only working on Alien Scumbags, more levels/content will continue until the end of the year with the final ending coming at the start of 2021.

 

After your current projects, what do you envision maybe next for Monster Finger Games? 

We have a few ideas rolling around, but not sure just yet, possibly more work on the Shmup Super Bombardier or Super Mega Shark maybe, one thing is for sure you will be the first one to know about it 🙂

 

Following on from the advice you gave readers the last time we spoke, you mentioned that releasing a game can teach you a lot of lessons. Are there any further lessons you or the team have learned yourselves following the release of Alien Scumbags? 

Yes, I think the next time we release a Steam game the page will be up a lot earlier, we suffered a little from not building up a big enough wish list before launch.

 

Do you have anything else to add?

Just want to say a huge thank you for the insane amount of support you have given me with Alien Scumbags.

 

Again, I’d like to thank James for taking the time to talk to me further about this exciting game, which will have even more to offer in the future as updates are introduced. Alien Scumbags is already an extremely impressive title as is, but it looks set to be an even better game in time. As always, I hope you guys enjoyed this article as much as I enjoyed writing it and I’ll see you for the next.

Game On,

Scouse Gamer 88

Alien Scumbags (PC)

Alien Scumbags

Developer(s) – Monster Finger Games

Designer – James Ross

PEGI – Not Rated (mature content)

The first title from Southampton-based studio Monster Finger Games, Alien Scumbags is an 8-BIT sci-fi side-scrolling shoot ’em-up survival horror game with light RPG elements. It presents a very balanced mixture of horror and comedy littered with references to classic games. I’d been following this title for some months before its release having drafted up first impressions article and interviewed the game’s principal designer James Ross:

https://scousegamer88.com/2020/05/09/alien-scumbags-first-impressions/

https://scousegamer88.com/2020/05/10/qa-with-monster-finger-games/

I’d been excited for the release of this game for quite some time and when it finally made the jump from its original platform on Game Jolt to Steam, I wasn’t disappointed.

Graphics – 8/10

The game is set on a spaceship gone dark named the Nostrami, which is infested with hostile alien lifeforms. The best way I can describe the overall feel of the game is that it’s like an 8-bit version of Dead Space. Like the game Lone Survivor, it makes use of lighting despite its retro 8-BIT visual style. But in my opinion, this game makes better use of lighting than the former, as there is lighting from more sources, therefore making it look much more detailed and there much more atmospheric. 

The scenery design is also unprecedentedly varied for a game set in one location. There are references to other games scattered all over the place. And also references to popular horror movies like Alien and It. The game’s soundtrack also accompanies the horrific atmosphere of the Nostrami particularly well in addition, to making use of otherworldly synthesized tunes and sound effects designed to emulate the human heartbeat present in the first level. 

Gameplay – 8/10

With a gameplay structure similar to Doom, players are tasked with blasting their way through hordes of alien enemies and uncovering secrets throughout each level, such as hidden areas, additional perks, and easter eggs. There are also multiple characters to unlock (again, modeled after iconic video game characters), with their own unique abilities, giving the game replay value since each character offers a new experience with every playthrough. It’s a survival horror with the vast majority of focus being on gameplay, which, unlike many in mainstream survival horror series’, does pretty well. 

Controls – 10/10

The side-scrolling genre has been redefined and reinvented over many decades in gaming. Therefore, the control scheme presents no issues in this title. It’s a very bread-and-butter style of play that both fans of retro gaming and newer generation players alike. They will be able to pick up and enjoy it very easily without having to worry about the controls. 

Lifespan – 8/10

The game’s lifespan consists of around 20 hours of gameplay, which goes above and beyond many classic side-scrolling titles that gained popularity throughout the NES era, but there is also new content being planned for the game in addition, as the game is still being tweaked and by the developers. In the future, depending on the game’s final lifespan when all content is released, then the game’s score may have to be updated, but even in its current state, 20 hours is an exceptional amount of time for a game of its ilk to last. 

Storyline – 7/10

The basic premise of the game is extremely simple. Board the Nostrami and take the ship back from the horde of aliens that have killed the crew and invaded. There’s a comedic intro at the beginning giving the player the rundown of the situation. But where the game’s story lies is in its backstory which is discovered by the player as the game progresses. Provided they can find the crew recordings scattered across each level. It adds a real layer of horror that players may not necessarily expect going into it. It provides that unique balance of scares and laughs that’s quite frankly unusual for a survival horror title. 

Originality – 7/10

Although the game is one giant easter egg of references to gaming and popular culture, its unique balance of comedy and horror certainly helps it stand out among many survival horror series to have been released throughout the years. All the while keeping the emphasis on what truly matters, which is the gameplay. I’ve been frustrated by games like The Last of Us, Journey, and Everybody’s Gone to the Rapture. They’ve shown promise and not delivered on what was expected of them as games. But with this title, you know exactly what you’re getting from the get-go. And what it delivers is what players want. 

Happii

Overall, Alien Scumbags is an extremely enjoyable title. A labor of love that gamers old and new will not be disappointed with. It’s’ a scary, funny, and intense experience throughout and I can’t recommend it enough 

Score

48/60

8/10 (Very Good)

Q&A With Liam Dehaudt

Whilst scouring the internet for new indie game prospects, I came across another title that caught my attention slate for release in the near future. The Meldstorm is a 2D side-scrolling rogue-lite with item synergy elements. Players will be able to customize their own weapons on the same level as games like Mothergunship and Fallout 4 with the game revolving around the player character (either a knight, rogue, or sorcerer depending on the player’s choice) undertaking the deadly pillar trials; a series of tests requiring combat with an ungodly number of alien enemies and puzzles to solve. Wanting to know more about this game, I contacted its sole developer, Liam Dehaudt, and put forward to him a series of questions regarding how development has progressed and what players can expect to see when the game is fully released on Steam. Here’s what Liam had to say about The Meldstorm:

 

The Meldstorm 1

What were the influences behind your game? 

Risk of Rain influenced the item system but I wanted more deliberate combat (less but more powerful enemies) so I borrowed a lot from Gungeon’s enemy feel, except as a platformer.

 

What has the developmental process been like?

It’s fun, it started as a hobby but became a bit more. I’ve worked on a few projects before so this is like a test to put everything I’ve learned together. Of course, there are ups and downs but that’s to be expected.

 

How close are we to seeing the finished product? 

I honestly don’t really know. I would have a few months of development left but since I just got a job it’s most likely going to be a while longer. Let’s say late 2020 to early 2021 but that’s a super vague guess.

 

The Meldstorm 2

What has been the most exciting aspect of development? 

Programming is my jam so making the big systems has to be my favorite part. I had a ton of fun making the mods interact with the weapons, and making a general system to create new weapons easily.

 

What has been the most challenging aspect of development? 

Marketing is tough and makes me want to pull my hair out sometimes. I’m quite new to it so I’m learning a ton, but for now, I’m still pretty clueless.

 

What has been your favorite boss fight to have created so far?

The final boss is cool and pretty different. I got some cool feedback from Reddit that helped me make him look a lot cooler too. You get the first phase to learn his attacks, then he spices things up in the second.

 

The Meldstorm 3

How well has the game been received so far? 

People seem to like it. The few players I’ve had try it had fun. Like mentioned prior I am struggling with marketing which I think is slowing me down a lot but I think my current audience likes what I’m doing

 

What platforms are you looking to bring the game to?

PC/Mac first, if the response is good then I’ll consider everything else.

 

Do you have any advice for aspiring developers that may be reading this? 

Manage the scope of your game to something doable. Try to stand out. Aim for the top but expect not to get there. Reach out to people who are working on stuff you like.

 

The Meldstorm 4

Where on the Internet can people find you? 

I post all my work on Twitter, you can also DM me there if you want: 

https://twitter.com/TheMeldstorm

Also if you like my game, wishlist The Meldstorm:

https://store.steampowered.com/app/1220300/The_Meldstorm/

 

Do you have anything else to add?

Have a nice day ^^

 

I also want to thank Liam for agreeing to this Q&A and hope you guys enjoyed reading more about The Meldstorm as much as I enjoyed drafting it up. The Meldstorm looks like a very promising game with virtually an infinite amount of replay value and I’m certainly excited for what the final game will have to offer players compared to its current build. I will draft up a review of it upon release, but in the meantime, I wish Liam the best of luck with his debut title.

Game on,

Scouse Gamer 88

Axiom Verge (PC, PlayStation 4, PlayStation Vita, Xbox One, Wii U, Nintendo Switch)

Axiom Verge

Developer(s) – Thomas Happ Games

Publisher(s) – Thomas Happ Games

PEGI – 12

Developed solely by former Petroglyph Game engineer Thomas Happ and five years in the making, Axiom Verge was released back in 2015 to overwhelming critical acclaim from critics, garnishing a plethora of favorable reviews and receiving a nomination for the best indie game award for 2015 at The Game Awards. I felt no different about this game. It is most definitely one of the better Metroidvania games that I have had the pleasure of playing delivering in every aspect.

Graphics – 9/10

The game is set on a planet called Sudra and in lieu of the Metroidvania tradition features many varied and wonderfully designed environments with a lot of different enemies to contend with throughout. There is also a species of giant humanoid robots called the Rusalka. Which are unlike most things I’ve ever seen in sci-fi. Most gamers will immediately be reminded of Super Metroid when looking at his game. As indeed I was.

But there are elements of the conceptual design that reminded me of other games too. For example, the environments, which look almost alive with floors and walls moving and pulsating, reminded a lot of Abadox for the NES. Although in the case of Axiom Verge, there’s even more attention to detail put in. The Rusalka also adds a certain eloquence to the conceptual design of this game. Reminding me in particular of the film Ghost in the Shell. 

Gameplay – 9/10

The game plays out ostensibly like a traditional Metroidvania game, with the player having to navigate through a 2D open world and constantly backtracking to reveal new areas or secrets hidden within the game. But what makes Axiom Verge as exciting to play as it is is it’s combat. With the player being able to find a variety of different guns throughout and to strategize according to whatever enemies are in front of them. The world of Axiom Verge is reasonably big. So there is a lot of backtracking involved as players gain new abilities to access new areas. There is also a speedrun mode for more adept players who wish to complete the game in record time, which gives the game some additional replay value. 

But regardless of whether players may be veterans or entry-level, it’s a reasonable challenge I thought. Not too hard to the point of being inaccessible but not too easy either. More important than that, however, the game is extremely satisfying to immerse in. Backtracking to old locations is always fun as the opportunity to experiment with new weapons constantly presents itself and there’s a great deal of enjoyment to be had in this respect. The boss fights are also as intense as that of any Metroidvania game, again requiring players to strategize according to what weapons they may have as well as enemy attack patterns. 

Controls – 9.5/10

The game’s control scheme also presents no problems for the most part. It essentially uses the blueprint of Super Metroid in its general gameplay and weapons system. As well as how ammo and health works. The one minor gripe I had with the controls, however, concerns how the address disruptor works. 

The address disruptor is a gun that either corrupts or de-corrupts enemies or certain walls. This is a tool that needs to be used in order to bypass certain areas of the game. The problem is with it is if a player removes a certain section of wall and not another if the player fires again it can reverse the process for the section of the wall that’s already been removed. Leaving the player having to slowly reverse the process again in order to traverse through walls. However, it’s something that’s easily rectified anyway and I can’t fault the developer for trying something new. More important than my concern is that this is a game mechanic unlike many others seen in the Metroidvania genre. And it adds more to the game than what it takes away. 

Lifespan – 7/10

On average, the game can be made to last there around 15 to 20 hours. Which for a Metroidvania game is fairly impressive. A sequel is currently in development and is scheduled for release in the autumn of 2020. So here’s hoping that the lifespan is increased with the new game. Without giving the end away, I think there will be a great deal of scope to expand the lifespan for the sequel. But the first game lasts more than an adequate amount of time

Storyline – 8/10

The story follows a scientist named Trace, who is running a lab experiment in New Mexico. Suddenly, something happens in the lab that causes an explosion. After which, Trace wakes up on the planet Sudra and finds himself embroiled in a one-man fight for survival. All while uncovering the wonders and mysteries behind the planet Sudra and helping the Rusalka defeat the entity known as Athetos. As the story progresses, it unfolds into something a lot deeper. Which makes for a story, which like the visuals, is unlike a lot of things I’ve seen in sci-fi.

IGN gave this game a somewhat less favorable review than me, citing several problems they found with the game that I whole-heartedly found myself disagreeing with. One such criticism was that they thought the story was forgettable. But in my opinion, the story is anything but forgettable. The most prominent theme throughout the story involves moral ambiguity. The intentions and the character of the Rusalka most definitely come into question more than once and will make the player think whether what Trace is doing is right. Which once players play through it, will make them anticipate the sequel even more. 

Originality – 8/10

Again, the originality of this game has been brought into question by many other reviewers, due to its obvious similarities to the likes of Super Metroid and Xeodrifter The game clearly has its influences and most fans of the genre will be able to identify them from the get-go. But outweighing its similarities to other games is its differences The conceptual design of this game really makes it stand out from other titles in the genre and its soundtrack is exceptional, sound even more otherworldly than Super Metroid in my opinion. Its story, as I said before, is also not as straightforward as Samus Aran striving to defeat Ridley. But rather making the player question what happens at the end was for the greater good. Not just for Trace, but for the planet Sudra. 

The fact of the matter is that this game comes into its own with potentially massive mythology to be spawned from it with the introduction with even more games and scope for an even bigger plot to unfold along with it and in my experience, with the exception of games like Dust: An Elysian Tail and Ato, there haven’t been many Metroidvania games that have made me feel like what I felt after having played this one through to the end. 

Happii

Overall, Axiom Verge is definitely a must-have for fans of the Metroidvania genre. It’s also a must-have for any fan of science fiction. It’s a very enjoyable game with variety in combat and conceptual design with an extremely memorable story and a lot of promise as a big gaming franchise for the future. 

Score

50.5/60

8/10 (Very Good)

Q&A With Monster Finger Games

This week, I have been reaching out to a vast number of independent video game developers to discover new titles in the works throughout 2020. One such game is Alien Scumbags; A 2D 8-BIT side-scroller survival horror shoot ‘em up developed by Monster Finger Games operating out of Southampton, England. The game offers players a balanced blend of horror and comedy, with it being set on the Nostrami; a ship that has gone dark and is then invaded by a hostile alien race, which the players must combat to survive, whilst on the way, uncovering what happened onboard the derelict spacecraft. I composed an article details my first impressions of the game in its preliminary stages of development:

https://scousegamer88.com/2020/05/09/alien-scumbags-first-impressions/

However, I have also been in contact with the game’s principal designer James Ross, who agreed to answer a few questions ahead of the game’s release, regarding how the game’s development is progressing and what players can expect to see with the finished article. Here’s what James had to say about Alien Scumbags:

 

Alien Scumbags 1

What has the developmental process been like?

The development has had its ups and downs, it’s crazy to think how much can happen in 2.5 years spent working on a game. Life can get in the way and it’s tough to push through it. One of the hardest things was creating the lighting system as ending up rebuildings the existing levels from scratch, the way the lighting looks now is so worth it though. I’ve learned a lot on the development journey, one lesson, in particular, is to always keep backing up regularly. I lost around 3 months’ worth of work just before Christmas which hit me hard, but again Alien Scumbags has come back better than before.

 

How close are we to seeing the finished product? 

I aim to have it finished by the end of the year, of course, we still have the game in early access as we like the idea of people who play it having the opportunity to have their say. 

 

Though the influences for the game’s style of play have been outlined on your GameJolt page, where do you draw influence from where the story is concerned? 

It’s a tough one as I just came up with the story out of the blue really. I watch a lot of horror films and wanted the story to reflect my love of that film genre. A lot of what created the story is the monsters that I created prior to it being created, I needed to be able to link everything together.

 

What has been the most exciting aspect of development? 

Seeing it grow from being a gamejam title to something that people really love to play. I would say also managing to create the lighting system was super exciting as I really enjoy playing around with the different effects I can create with it.

 

Alien Scumbags 2

What has been the most challenging aspect of development? 

Staying motivated when something goes wrong, losing all my data, issues in my private life, sometimes it makes you want to throw the towel in and give up, not to mention having anxiety issues too can also give you the feeling that your game is not good enough. I have kept pushing forward though and every step is worth it when I look back. 

 

How important has community feedback been in shaping the game into what it is now?

Extremely important, for example, the game didn’t have an aiming reticule, to begin with, no run, no air boost, and right at the beginning no health bar. A lot of these improvements may not have happened if it wasn’t for the amazing Streamers/YouTubers and other devs that have given their feedback. 

 

What further cultural references are being planned for inclusion in the final game? 

The cultural references are things that tend to be added as my mind thinks of them, I can tell you that I have planned for a while to add some other gaming references including Metal Gear Solid, you will have to wait for the next update to see that though. 

 

Alien Scumbags 3

How well has the game been received so far?

So far people have really enjoyed playing it, throughout its development people have found little bugs and such but the majority of people have really enjoyed it. I make sure to patch out any issues people find on streams asap as I want the game to be as polished as it can be. We have built a small community of great people and hope this continues as we continue with Alien Scumbags.

 

What platforms are you looking to bring the game to? 

PC is the only platform at the moment, however, we would be open to chatting with publishers about bringing it to other platforms if there was interest.

 

What would be next for Monster Finger Games? Have further ideas for games been considered yet?

Not sure what our next title will be following Alien Scumbags. We had started work on Super Bombardier, but who knows what the future will bring.

 

Do you have any advice for aspiring developers that may be reading this? 

The best thing to do if you want to make something is to do it, I would also say to try and think about something small initially and work up from that, releasing a game really teaches you a lot of lessons. Above all else enjoy the journey and don’t think too much about the finish line.

 

Where on the Internet can people find you? 

I am most active on Twitter @kkindiegame, you can email us at:

monsterfingergames@mail.com 

We have a Facebook page too at https://www.facebook.com/monsterfingeruk/ We also have a website at www.monsterfingergames.com 

 

Do you have anything else to add?

I want to thank you for this opportunity, it’s been great, and really enjoyed chatting, DM me anytime. I also want to say a massive thank you to every Streamer, YouTuber, Blogger, and fan that has supported the development of Alien Scumbags.

 

I would also like to take this opportunity to thank James for agreeing to answer what questions I had and to wish him the best of luck with the game. I certainly had a lot of fun playing Alien Scumbags even this early on in development and if anyone wishes to experience this title for themselves, the game is available to download from the team’s GameJolt page via the link below:

https://gamejolt.com/games/alienscumbags/312460

I hope you guys enjoyed reading this article as much as I enjoyed composing it and hope you all enjoy playing Alien Scumbags.

Game on,

Scouse Gamer 88

Mothergunship (PC, PlayStation 4 & Xbox One)

FMothergunship

Developer(s) – Grip Digital Games & Terrible Posture Games

Publisher(s) – Grip Digital Games

PEGI – 7

Jointly developed and released by Terrible Posture Games and Grip Digital and released at the midpoint of 2018, Mothergunship is a spiritual successor to the indie shooter Tower of Guns. Featuring much of the same gameplay elements but offering a great deal more than the latter with an improved number of gameplay features whilst also boasting better graphics on a technical level. And a slightly more immersing story complete with all the humor of Joe Mirabello’s previous game. When I first played and reviewed Tower of Guns, I was immediately taken aback by just how unexpectedly fantastic a game it is.

But I also pointed out a number of flaws that, although marred the game down to a small extent, didn’t stop it from being the best indie game of the eighth generation that I had played up to that point. However, Mothergunship not only addresses these flaws but offers players all the immersion that can be had with Tower of Guns and then some. I was again taken further aback by how this game hadn’t equaled the quality of its spiritual predecessor but surpassed it to a monumental extent. 

Graphics – 9/10

The first thing I noticed whilst playing this game was the significant improvements made to the game’s visuals on a technical level. Abandoning the cel-shaded style synonymous with Tower of Guns, the developers went for a much more realistic-looking sci-fi setting with more varied environmental features. As well as a wider range of enemy types. A vast majority of the enemies (as well as a few of the boss fights) were largely recycled from Tower of Guns. But to counteract that, more enemy types were added to not only make the game more diverse on the conceptual level but to add new types of challenges for players to contend with. Among the most notable are the robotic dogs that run toward players in certain phases of the game. 

I was extremely impressed with the visuals from the get-go. Most impressive were the very realistic-looking vistas of open space towards the start of the game. And those that can be seen during the sequences whereby players must jump between gravity pads to reach another ship. But as well as that, although each room is randomly generated. And as such, the scenery can become very repetitive very quickly. It’s not as much of a problem in Mothergunship as it is in Tower of Guns. As each room feels much more unique from the last. The dice rooms in particular offer more diversity in scenery design. As they present different challenges found in typical rooms. 

Gameplay – 10/10

Mothergunship keeps to the same basic premise as Tower of Guns for the most part. A first-person shooting Roguelike with randomly generated content. But as alluded to before, new gameplay features have been implemented with this title. Such as an RPG aspect in that players can level up their character to gain new perks. Such as increased health, an increased number of jumps, increased melee power, etc. It also has a much less linear progression than the latter. With players being able to undertake sidequests for better loot.

But speaking of the loot, that’s where the game’s most impressive feature comes in. Players also have the facility to make weapons from the ground up. Using various parts that are collected throughout the game. A player can modify a single gun to have multiple barrels and multiple modifications for perks. Such as increased fire rate, attack power, and abilities such as ricocheting bullets and stunning enemies. The level of customization the players can indulge in is actually ridiculous. To the extent that the guns can look like they couldn’t possibly be handled by a human being in the real world. 

But regardless, it makes for one of the most enjoyable features I’ve seen in any FPS game. It feels incredibly satisfying to step into a room with an unreasonably big gun (or two for that matter. Since dual-wielding is also an option) and blast through everything in sight. It’s equally satisfying to try and get by on a minimal amount of equipment throughout the beginning of each mission. And then rely on your ability to strategize in accordance with what loadout a player starts with and then subsequently buys in each shop.

Controls – 10/10

Although the game in terms of its controls functions like most other first-person shooter games, most fans of the genre will be able to pick up the controller and play through it fluently, success also relies on a certain extent of strategy. It’s just as important to move as it is to shoot with so many potential enemies on-screen at any one given moment. People who may have played Tower of Guns can go from that game to this without skipping a beat. Especially if, like me, they’ve had the practice of playing the latter game to death. But for other fans of the genre who may not have played Tower of Guns before, they will be forced to modify their tactics somewhat to stand any chance of success. 

Lifespan – 10/10

To complete one playthrough to 100% with most likely take there around 20 hours. But the thing with this game is that like Tower of Guns before it because everything is randomly generated from the rooms to the loot, each playthrough presents a completely different challenge every time. Giving it a virtually infinite amount of replay value. It has a linear progression ultimately. But the possibilities for each playthrough are endless and will only last as long as the player’s interest. Which given the number of things to do in this game, is a potentially long time. 

Storyline – 7/10

The basic premise of the game is simple; the player is a new recruit of Earth’s governing body tasked with repelling an impending invasion carried out by a robotic race known as the Archivists. The player character must stop this invasion by taking out the Archivist fleet. And along with it, its flagship spacecraft, the Mothergunship. Though the game’s story is pretty basic and overall bears next to no thinking about it for the most part, it’s kept somewhat fresh throughout with a steady supply of humor. The element of comedy with rife in Tower of Guns as well. But because there’s full voice acting in Mothergunship, it’s much easier to indulge in. In particular, Dave Pettitt puts in a hilarious performance as the Colonel. It’s quite reminiscent of Jim Ward’s performances as Captain Qwark in the Ratchet & Clank games. 

Originality – 9/10

In my review of Tower of Guns, I commented on how hard it must be for developers to make a unique first-person shooter experience. Given how saturated the industry has become the genre taking precedence throughout recent gaming generations. Despite that, Tower of Guns felt like a fairly unique game. However, with the sheer amount of new and exciting gameplay features implemented in Mothergunship, this game works even better to stand out in an over-saturated gaming genre. Making it, to me, not only one of the most memorable FPS games in recent years, but also one of the most unique gaming experiences of the eighth generation. 

Happii

Overall, Mothergunship is one of the best first-person shooter games I have ever played. It’s an immersing gameplay experience offering pretty much endless replay value with exceptional graphics. And an obscene level of customization that will have players indulging in it for hours upon hours. I loved Tower of Guns. But for lack of a better term, this game quite literally blows its spiritual predecessor out of the water. 

Score

53/60

8.5/10 (Great) 

Platypus (PC, PSP, iOS, Windows Mobile & Xbox 360)

Platypus

Developer(s) – Squashy Software

Publisher(s) – Idigicon

Designer – Anthony Flack

First released back in 2002 and then later ported to a wide variety of different systems, Platypus is a scrolling bullet-hell shooter. It makes use of digitized sprites and scenery to create a claymation effect. Similar to games like ClayFighter. When I first picked this game up some time ago, I first got the impression that it was a particularly unassuming title. It was insanely cheap and the box art looked quite substandard.

But when I started playing it, I was immediately enthralled with it. And largely taken aback by just how good it is. When I subsequently did my research on it, I later found out that not only did it spawn several ports to different consoles and even mobile phones. But it also got a sequel five years after the release of the original. Researching this game also made me understand what a labor of love is for many different reasons. 

Graphics – 8/10

To reiterate, the game adopts visuals inspired by claymation. Making it a particularly quirky-looking title. It’s vibrant and colorful and it also has a decent amount of variety in both level and enemy design. I was also ready to argue that the game’s first two levels look somewhat similar to each other. But after finding out the process behind the making of this game, I knew that I would’ve been far too over-critical. The game’s designer, Anthony Flack, cited that at the time of the game’s development, there had been limited availability of plasticine in his home county of New Zealand.

Therefore, he used one lump of it to create every scenery element and individual sprite within the game. And photographed them one by one. And used photo editing software to color them in various colors. Personally, I’m amazed the visuals of this game were essentially the work of one man. And how well it panned out given the outlandish creative process behind it. The soundtrack is also particularly impressive. Comprising remixes of tracks from old Commodore 64 games. It’s a pretty tokenistic thing for any Commodore fans playing the game who may spend time trying to figure out which game each individual track is taken from. 

Gameplay – 8/10

The game is also particularly fun to play. Albeit challenging. It plays out very similar to the likes of Defender or Gradius. Players are able to grab a variety of different power-ups throughout in order to gain a foothold against hordes of oncoming enemies. But what makes this game different from the aforementioned examples is that the power-ups, throughout certain instances within the game (especially the boss fights), become more or less a necessity. Adding to the game’s sense of challenge. It’s difficult but not inaccessible. Although players may struggle at first, the general strategy is simple enough to exploit. The boss fights in each level are also pretty well throughout. For example, I couldn’t help but wonder whether or not the first boss fight was inspired by the Forever Train from Star Fox 64. 

Controls – 10/10

As I always point out with games like Platypus, what cannot be tolerated in a game that relies heavily on individual skills to get through, are problems with the control scheme. Because, in a massive way, it negates the point of having a challenging title and makes it pretty much unplayable. I was very happy to discover in this game that there are no issues with the controls. Although this was to be expected since the formula has been tried and tested for many years throughout various generations of gaming, it’s always reassuring when a player dies in-game, it will be down to awareness of their surroundings whilst playing. 

Originality – 8/10

Although this wasn’t the first game to use digitized sprites or even claymation, Platypus is one of the games that make players think that it’s far too distinctive to be unheard of on an unjustifiable scale. It blends classic side-scrolling shooting action with a quirky, colorful. And unique art style, which certainly will have made it stand out within the circle of independent PC developers throughout the early 2000s. And it’s still an experience that remains quite distinctive today. 

Happii

Overall, Platypus is a fun, great-looking game with a great deal to offer in terms of replayability. It’s a game that I thought would most likely be another write-off from the word go. But it ended up being something far more special than that and I wholeheartedly recommend it. 

Score

30/40

8/10 (Very Good)

Space Invaders 99 (PC, PS1, Nintendo 64 & Game Boy Colour)

Space Invaders 99

Developer(s) – Z-Axis & Activision

Publisher(s) – Taito

ELSPA – 3+

Paying homage to the original 1978 classic arcade title, the updated version of Space Invaders, released back in 1999, was far more than a simple remake. The developers rebuilt the game from the ground up. Giving it a new lick of paint in terms of visuals and concept design. And giving players much more to play for than a high score. Recently, I reviewed an example of how not to revive a classic arcade franchise in Dig Dug Deeper. But to counteract that, I thought I would write a review of an example whereby the developers got it right. And Space Invaders 99 certainly got it right. Although I do have to say as a prerequisite that I did spend a lot of time playing this game when it was first released, it’s an experience that still holds up to this day. 

Graphics – 8/10

From a technical standpoint, Space Invaders 99 is more or less on par with most PC games released at the time. As well as what was being showcased on fifth-generation hardware. Which makes it seem all the more disappointing to know that there was a canceled Dreamcast version. It makes me wonder how the graphics would’ve possibly been updated for early sixth-generation hardware. But nevertheless, it’s in the conceptual design where this game truly comes into its own. The developers redesigned everything from the player’s ship to the enemy ships and added new graphical features such as the selection of different levels to progress through. As well as a series of boss fights. The soundtrack that was composed for the game also fits the game’s atmosphere perfectly. It sounds foreboding yet otherworldly at the same time. 

Gameplay – 8/10

Having the template of the original game to work with, the general formula is the same. Players must destroy incoming alien ships before they reach the bottom of the screen. However, what makes this incarnation of the game stand out from the original version is the plethora of new gameplay features. Including a variety of different weapons to use, and boss fights at the end of each level. And a surprising amount of unlockables. Including a port of the original game thrown in for good measure. It also exemplifies how new gameplay features can coincide with new enemy designs. In that different weapons are accessible by killing four of one enemy type in a row. Players also have to strategize differently in accordance with each boss fought throughout the game. It’s a lot like Titan Attacks, only released over fifteen years earlier. 

Controls – 10/10

On console and PC and like the first game, the control scheme is easy to get to grips with, even for entry-level players. Not coming with any unnecessary complications or the kind of silly oversights that came with the likes of Dig Dug Deeper. They’ve also been updated in accordance with the additional gameplay features available to be taken advantage of, which only makes this game all the more impressive. 

Lifespan – 10/10

Although the main game can take less than 2 hours to complete, depending on the difficulty settings, it’s a game like Star Fox 64. Which although it can be rushed through, can also be played and enjoyed on far more than one occasion and in a relatively short span of time. It is most definitely a game good enough for repeated playthroughs. Add to that the fact that the original game can be unlocked. Thus increasing the game’s longevity even further. Whilst most kids I knew at the time were playing Gran Turismo 2, I was hooked on this. 

Storyline – 6/10

The game’s story is simply a basic premise. Earth is under attack by alien invaders and a sole fighter pilot is tasked with repelling them. But what makes this game’s story excel beyond it being a simple basic premise is how it is portrayed. There’s a cutscene for both the start and the end of the game. It portrays the player-character’s struggles and triumphs. As well as a foreboding portent at the end. Of course, players ought not to be looking to play a game like this to immerse themselves in the story, it’s just a small tokenistic thing added to the game to give it that extra push over the line. And it does make the experience all the more enjoyable for it. 

Originality – 7/10

Although this game largely copied a blueprint that had been around since 1978, this version of the classic arcade game didn’t simply copy the formula but reinvented it with the inclusion of many new graphical and gameplay features it has. It was games like this that also would’ve been instrumental in setting the precedent for many indie developers to do the same, such as with Titan Attacks and Ultratron. It’s a shining example of how a team of developers doesn’t simply revamp a classic game for the sake of it, but also to make the gameplay experience their own. 

Happii

Overall, Space Invaders 99 is a wonderfully crafted and highly recommended take on the original arcade version of the game. It’s a wonderfully innovative and charming labor of love that shows the developers all put 100% into making it. Evidenced in every detail. 

Score

49/60

8/10 (Very Good)

Dragon Bros (PC & Xbox One)

Dragon Bros

Developer – Space Lizard Studio

Publisher – Space Lizard Studio

PEGI – 7

Developed by Liverpool-based indie outfit Space Lizard Studio, Dragon Bros is a run-and-gun side scroller drawing influence from many old-school NES classics such as Contra and Blaster Master. Offering new-generation gamers an insight into the tropes of the generation. Whilst also offering older gamers an appreciation for their routes a great sense of nostalgia. It also caters to players of all skill levels with varying degrees of challenge. Though I had some issues with this title, I was pretty impressed with it. As it had a lot to offer that I could appreciate in terms of nostalgia value. And the future of the indie scene.

Graphics – 9/10

Rendered in wonderfully detailed 8-BIT graphics, the game’s scenery and characters are overwhelmingly diverse without becoming too repetitive over the course of the game. There are four worlds each with its own themes. And new enemies are introduced to keep things fresh on a conceptual level. The game’s soundtrack is also stellar. Composed by Gabriel Caruso, it blends 8-BIT music with rock and roll. Complementing the feel of the game brilliantly. In particular, I was blown away by the game’s main theme, which is used in the first two boss fights.

Gameplay – 7.5/10

There are no unnecessary complications with the game’s control scheme. This was always going to be important in a game that can demand as much as it does of players in the higher difficulty settings. Some of the mechanics involved with controlling certain weapons also add to that challenge in an unprecedented way. The laser cannon is probably the best example of this. As it causes the enemy to gradually recoil over time, so they must, therefore, be careful to make sure not to fall off any platforms as a result of not paying attention.

Lifespan – 2/10

Where I had the biggest issue with this game is how criminally short the main story is. Even taking into account the mini-games as well as the main levels. In total, the game can take there around 2 to 3 hours to complete to 100%. Whilst more intrepid players will get more than that out of it replaying it on the higher difficulty settings, many other players will most likely be left wanting more. But to me, even bearing this in mind in addition, I was still left wanting more. That’s why I think a possible sequel would work well as a Metroidvania game. With elements like leveling up, or an even bigger arsenal of weapons to choose from.

Storyline – 5/10

The game’s story is also only vaguely touched upon. Being portrayed through two cutscenes; one at the start, and the other after finishing it. It follows four infant dragons looking to save their home planet from the invading Mechaliches, whilst also trying to rescue their mother from their leader. While it may be reminiscent of the old way of telling stories within games, like what was done with NES games telling the story mostly through the game’s manual (the same effect of which perhaps intended by the developers), very little of that is actually told within the game. So if players want the details of the plot, they need to read the game’s Steam page. But regardless, the story does retain a slight feel of uniqueness about it. So I can appreciate that to an extent.

Originality – 6/10

By far the most unique thing about Dragon Bros is its conceptual design. Very few indie games have stunned me in this respect as much as this game has. And it shows the vast amount of effort the developers put into making it. It also works well for me in particular because I’ve loved dragons ever since I was a kid. But bias aside, the 8-BIT renderings are as fantastically detailed as the likes of Rogue Legacy or Titan Souls. The one gripe I have in terms of uniqueness is that it arguably follows the tropes of its influences too much. And that I think even more could’ve been added to make the gameplay to make it stand out among others.

Happii

However, criticisms aside, Dragon Bros is quite an enjoyable game, and it comes recommended from me for any fans of old-school games out there, and players looking to experience these styles of play for the first time. It’s entertaining throughout for how long it lasts, and players looking for a challenge will certainly not be disappointed.

Score

39.5/60

6.5/10 (Above Average)