Free Game Friday: Gravity Bone

I wasn’t sure what to think about this game before having played, and I almost gave up during some platforming when I kept dying and had to restart the level. But then I found out that F6 quick-saved the game, which helped a lot. I stuck with the game til the end, and was very glad that I did. It was all worth it for the end of level 2.

GravityBone is an “Art House” game. The platforming feels like the original Half-Life, and the art style is reminiscent of Grim Fandango.

To make it in Nuevos Aires, one needs nerves of silk and the filthiest of hands. Mix together a batch of espionage, some high- speed car chases, fire-spewing assassins, and you’ve got one oven that’ll never bake cookies again. We provide the pliers and you bring the moxie.

The abovementioned car chase must’ve never made it into the game, but it’s got one of the best foot-chases I’ve seen in a game. The music and art are awesome, and I laughed out loud a couple times playing it. You can play through the whole game in a half-hour, and you don’t even need to install anything. You absolutely have got to try this game, as it may be tied with “Tag” for my all-time favorite Free Game Friday.

Download Gravity Bone

Free Game Friday
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Keepers: Twilight Princess

Keepers is a weekly segment in which I discuss games I’ve played that I’ve seen fit to keep after playing. I generally sell a game that I’ve finished, so the only reason I keep one is because I plan to replay the game some day. Classifying a game as a “keeper” is generally a badge of merit.

The Legend of Zelda: Twilight Princess is one of those games that everyone who owns a Wii seems to own. I’d never before been a huge Zelda fan – I’d never even tried the much-hyped Ocarina of Time. But I had a shiny new Wii, and I’d liked previous Zeldas, so I gave it a shot.

Twilight Princess has more variety in its gameplay than just about any other game I’ve ever played, and it does it all so well. It does horseback riding better than Oblivion, wall-walking better than Prey, and puzzles better than most games. There was even a boss battle worthy of Shadow of the Colossus.

There are minigames absolutely everywhere. If you’re looking for diversions from the main quest, there’s certainly no shortage. Everything from goat herding, archery, and snowboarding to boating and hang gliding minigames. You even end up sumo wrestling at one point. And the mechanics of the fishing minigame have been heavily advertised. I didn’t do much of it, but with multiple fishing rods, multiple lures, and many different kinds of fish, it gets pretty intricate. There’s also a rhythm minigame when you’re in wolf form that starts easy, and gets quite difficult by the end of the game.

Twilight Princess has been out long enough that if you’ve never tried it, you can likely get a used copy for a song. Personally, I’ll be keeping mine. If you’re interested in reading the original review that I wrote a couple years ago, you can check it out here.

Action, Adventure, Keepers, Wii
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The Games That Time Forgot, Part 1: Dark Earth

On a long car ride not too long ago, I was thinking about some really old games I used to play. Yeah, I know I could easily rave about Wasteland, Dungeon Keeper, or Maniac Mansion, but I’ve written about all those before. So instead, I decided to discuss a number of games this months that I haven’t played or thought about for years.

Let’s start with an old PC game. “Dark Earth” is a game few people will remember. It was set a few hundred years in the future, after meteorites struck the Earth, and the resultant dust clouds left the planet shrouded in darkness. The few openings in the clouds are for some reason permanent and fixed, and cities (called “Stallites”) have been built in these rare patches of light, as monsters live in the darkness.

You play the game as Arkhan, a city guard. Dark Earth is a third-person adventure game with action combat elements. The engine isn’t unlike that of Resident Evil, except that it’s not survival horror and most weapons in the game are melee weapons.

Early in the game, Arkhan is contaminated by a poison which slowly begins to turn him into a creature of darkness. Along with your life meter, you have a darkness mete. You can likewise toggle Arkhan’s mood from “light” to “dark”, which affects his conversations and certain other actions in various ways.

It’s been so long since I played the game that I don’t remember much. Mainly, I remember enjoying the game, I remember that there was a dancer in a bar who looked like a prostitute on some serious drugs, and I remember the game of “Yong”, a variant of Othello which I found challenging and very fun.

I enjoyed Dark Earth, and I guess I’d call it a “keeper”. I’ve got an original over-the-counter copy here, but if you don’t and you’d like to try it, it’s available on some abandonware sites. (link)

Retro
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Braid Hints: World 5

This is the fourth part of my series of Braid hints. It’s not a walkthrough, because simply giving the puzzles’ answers would ruin the game. But I got so frustrated at the game that I gave in to temptation and looked online to find answers to a puzzle in both world 2 and world 3, so I’m now providing the spoiler-free hints I wish I’d had access to.

The official walkthrough says…

Some of the puzzles will be hard. But when you manage to solve those hard puzzles, you will feel very good about it. The game will feel very rewarding. Don’t rob yourself of that feeling by reading a walkthrough!

I urge you to only read the hints on levels where you’re completely stuck. Once you read a spoiler, you can never un-read it.

World 5:Time and Decision

World 5 introduces your shadow self. After you rewind, a shadow copy of yourself will re-perform whatever actions you have.

The Pit
1. (very easy)
No hint.

So Distant
1.(easy)
Your shadow self can’t pick up this puzzle piece, but it can help you to get it.

2.(easy)
Look! There are two tasks, and there are two of you. Have one do each.

(No Name) – It’s not clear whether the game developers intentionally left this level unnamed, but there is in fact no name.
1. (hard)
The pit is too far to jump, but it’s so closeHow about a relay?

2. (medium)
Have your shadow self create a diversion.

Crossing the Gap
1. (easy)
Notice that a new monster comes out of the cannon when the first one dies.

2. (medium)
You should probably be pulling that lever earlier than you think.

3. (very hard)
I figured this one out purely by accident while screwing around and trying different things. Just as you can jump on the monster’s head, it can jump on your shadow’s head.

Window of Opportunity
1. (hard)
The real you needs to pull that lever to get the platform to move – your shadow self can’t do it. Getting to the lever and pulling it is easy. Getting back out is what’s hard. Let your shadow self help you. You just need to time things right.
2. (very hard)
It took me forever to figure this one out. Hard to give a hint without giving it away, but just keep in mind that in order for your shadow self to pull a lever, he’s got to be in the right vertical position.

Lair
1. For the most part, this is just like the earlier Lair level. The main difference is the fairly easy puzzle at the end. The lever and door are at opposite ends, so you and your shadow self will need to go in opposite directions. Keep in mind that just because you can’t see something happening, it doesn’t mean that it’s not happening…

Fragile Companion
1. (very hard)
This one is so simple, but so damned hard. This is the only level in world 5 that I looked up online. Yes, I cheated. Here’s a hint: you don’t need to use the monster. The second one is almost a spoiler, so read with care: start rewinding mid-jump.

PC, Platform, Puzzle
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Puzzle Kingdoms

As a huge fan of the original Puzzle Quest and it’s successor, Galactrix, I was intrigued to see a game from PQ‘s lead designer, Steve Fawkner show up on May’s review calendar. After initially thinking that the game would be too complicated for my reviewing tastes (I tend to like games that don’t require a lot of brains when reviewing them for fear I’m missing some subtle nuances on account of being an idiot), my editor asked me to review it.  The game isn’t out yet, but a demo is and I fired it up last night.

Brains be damned.  Holy crap, I want to play this game.

Now, I’m sure that at this point, I should point out all of my journalistic neutrality and professionalism seeing how I’m going to be reviewing the thing, but I say fuck that.  I review games because I love games and I find nothing wrong with showing an enthusiasm for an interesting title.  My editor would, no doubt, disagree as I have been chided in the past for being overly enthusiastic when dealing with PR.  Whatever.  I don’t think that there’s anything wrong with telling people that you’ve enjoyed their past work.  I still play the games and review them as I see fit.  But I digress.

Puzzle Kingdoms feels more like a successor to Puzzle Quest than Galactrix did despite Galactrix’s changes to the formula.  For all that Galactrix changed though, it still had a Puzzle Quest in space feel to it.  Instead of spells you had weapons and you could mix and match them as needed.  You still matched gems, only they flew in from different directions.  Don’t get me wrong, it’s a great game, but the changes to the game seem to have come about as a result of the change in setting rather than a desire to drive the genre forward.

Yes, I’m using the word genre.  I’m not sure how many games one needs to make a genre official but now the matching gems as combat style of games has Puzzle Quest, Galactrix, Puzzle Kingdoms and Henry Hatsworth under it’s tent, I’m calling it a genre.  I’m groundbreaking like that.

Any who, in Puzzle Kingdoms the goal is to do battle with other forces by means of matching tiles.  How the matches are made makes up a key difference here though.  When you’re in battle, you match tiles by taking a symbol and pushing it on to the game board, at the top/bottom of a column or beginning/end of a row.  The column/row will then move in the appropriate direction to accommodate your new tile.  As you can see all of the options for adding new symbols to the board, as well as the matches your opponent needs to make, you have a lot more control over denying them matches as well as making beneficial matches for yourself.  They can see the board too though, so you do have to be thinking ahead.  Something I rarely do, to the detriment of plenty of dead peasants and soldiers.

Matches can be made in matches of three or more in a line, or three or more in an L shape.  No diagonals here, which is fine with me as it’s complicated enough.  Combat tiles can be matched to do damage, but the majority of your destructive force is going to come from your troops.  Puzzle Kingdoms doesn’t have spells like Puzzle Quest did, although it does have spells, instead you recruit troops from the various bits of real estate you conquer.

Troops cost varying amounts of money, do varying amounts of damage and have differing power up requirements.  When you make a match, if the match is needed to power up a troop, they’ll get say, one of three symbols filled in.  Once all symbols are filled in, they can attack and you can either attack at your next round, or hoard your attack.  It’s similar to the notion of using color matches to fuel spells or weapons in the previous PQ games but with two major differences.

The first difference is that if you are able to get more than one troop fully powered up, when you attack you’ll attack with both troops as well as an added bonus.  This would be the reward part of hoarding your attacks.  The risk part is your second difference.  Troops can be killed and if they’re killed, you lose the ability to attack.  Sure, you can still match attack tiles to do damage, but if you want to attack with a troop, you’ll have to get one powered up all over again.

The ability for your enemy to essentially destroy all of your weapons adds a real nice twist to the gameplay. You can retreat at any time if you’re getting your behind handed to you, and go recruit more troops, however all of your progress in the battle is lost.  Similarly, if all of your troops die, then it’s back to the map with you.  Recruiting more troops to replace those fallen in battle costs money, money won during battles, however if you don’t have enough money to recruit troops and there’s still real estate on the map to conquer, well, it’s game over for you.

Your troops are all under the command of a hero, and it’s the hero that you work towards leveling up.  Leveling them up gives combat and defense bonuses to your troops as well as the ability to cast spells during battle so you want to make sure you’re making the right choice for your hero but at the same time, you need to make sure that you’re bringing the right mix of troops into battle with you.  It sounds complicated, and when I first started playing I thought I had waded right into it, but it all comes together very smoothly.

Now, these are all impressions from a demo, and  things could very well go right off the rails as the game progresses, but so far, there’s a very solid gameplay framework there.  The game has the standard “two pictures talking to each other” method of storytelling common to both Puzzle Quest and Galactrix and I must admit, I’m a bit tired of it, but at the same time, I’d rather the time be spent on making sure that the gameplay is up to par.

The game certainly seems like it will be a lot more complicated than either of the previous Puzzle Quest games, with choices in which hero to use, which weapons to use, which troops to recruit which I think will be a welcome change, despite my initial misgivings.  In Galactrix, I once I found a weapon loadout that worked, well I stuck with it because I got very good results with it.   The game never made me switch up my tactics all that much.  As long as I kept leveling up, and bought ships with more cargo space as money allowed, I was good to go.  I can already see that Puzzle Kingdoms has the potential of hammering you for such lethargy.  Even the simple choice of which troops to recruit, the cheap, peasants or the beefier, yet more expensive swordsmen makes me spend more time preparing for battle than either PQ games ever did.

So far, I’m quite excited for the game, and the fact that the demo runs smoothly on my aging laptop doesn’t hurt, I just hope that the full release lives up to the demo.  It will be interesting to see where Infinite Interactive goes after this one, as the resource management aspect of the game has somewhat of an RTS feel to it.  You could very easily take the game and make it into an Advanced Wars type of affair, only without the need for proper troop placement.  At any rate, I know I’ll be keeping an eye on what they’ve got cooking.  Two good games and a high potential for a third tends to spark my interest.

The game ships in May for the Wii and the DS.   A PC date has yet to be released.

DS, Puzzle, Upcoming, Wii
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Free Game Friday: Spelunky

Spelunky is an old-school game in the tradition of Montezuma’s Revenge and Balderdash. As such, it’s hard. I died twice on the tutorial. No lie.

Spelunky is a free game you can play without installing on your machine.

Download Spelunky

Free Game Friday
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Keepers: Audiosurf

Keepers is a weekly segment in which I discuss games I’ve played that I’ve seen fit to keep after playing. I generally sell a game that I’ve finished, so the only reason I keep one is because I plan to replay the game some day. Classifying a game as a “keeper” is generally a badge of merit.

Granted, Audiosurf is a purchase that I made from Steam, and so I really couldn’t sell the game even if I wanted, but it’s a game I’d keep for all the same reasons that I’m keeping all the other games that are physically on my shelf. Audiosurf is pretty damned innovative. It lets you use any mp3 file or CD that you have to dynamically create a track on which to race.

For $10, it’s hard to do better than Audiosurf. You get to listen to good music while you play, and you know it’s good music because you’re picking it. Whether you’re racing to Jethro Tull, Ella Fitzgerald, Billy Joel, or (ahem) Kelly Clarkson, whatever you find to be good music is what you’ll use. Everyone has their own taste in music. Some of my personal favorites for Audiosurf are Sabotage by the Beastie Boys and Don’t Fear the Reaper by Blue Oyster Cult. Good mix of fast and slow.

The actual gameplay is a beautiful combination of racing and Tetris. As you speed through the course, it will speed up during intense music represented by downhill spans, and slow down during mellow parts, represented by uphill sections of track. There are many different gameplay modes, but in generaly, you’ll be running over different colored blocks as you race, dropping them onto a Connect-4 type of board, and when you line up enough of a given color, they disappear and you get points for them based on what color they are. Overflow a row, and you’re penalized. Whomever thought up this mechanic is a genius, because it’s the most inventive mashup of game genres since Puzzle Quest.

Keepers, Music, PC, Racing
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Typing of the Dead

For those of you like myself who never had the chance to try out Typing of the Dead on a Dreamcast, you’ve missed out on one of the funniest games I’ve ever played. Granted, it’s no Psychonauts, but when you’re being rushed by zombies with decade-old graphics and you have to type “NEED MY PANTS” or “ANCHOVY MILKSHAKE” in order to kill them, you’ll be laughing.

The great thing about this is that in porting “House of the Dead” to “Typing of the Dead”, they’ve also gotten rid of the protagonists’ guns and replaced them with keyboards hanging around their necks. You can actually see them typing to kill zombies.

When things are thrown at you, you generally need to type single letters to shoot thrown axes and knives, whereas bosses might require you to type “EXTENSIVE COLLECTION OF HAIRNETS” or “I’M VOTING WITH MY FEET”. When I had to type “UNISEX CODPIECE”, I found myself laughing too hard to type. Other things I’ve typed while attacking zombies include “LOSE A RIB”, “MURALS OF GUINEA PIGS”, “TRASHDANCE”, and “ENDLESS MEETING”. And apparently one of the game developers has seen my favorite movie, because once I had to type “I AM YOUR FATHER”.

It’s really tough to find an affordable copy, but EBay is your best shot. The PC demo is all over the place. You can get it from Gamespot, Fileplanet, Gamezone, GWN, and many other places.

PC, Shooter
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Braid Hints: World 4

This is the third part of my series of Braid hints. It’s not a walkthrough, because simply giving the puzzles’ answers would ruin the game. But I got so frustrated at the game that I gave in to temptation and looked online to find answers to a puzzle in both world 2 and world 3, so I’m now providing the spoiler-free hints I wish I’d had access to. I’m happy to say that I got all the way through world 4 without looking online for any help. World 4 is also my favorite level in the game.

The official walkthrough says…

Some of the puzzles will be hard. But when you manage to solve those hard puzzles, you will feel very good about it. The game will feel very rewarding. Don’t rob yourself of that feeling by reading a walkthrough!

I urge you to only read the hints on levels where you’re completely stuck. Once you read a spoiler, you can never un-read it.

World 4: Time and Place

World 4 introduces the ability to control time by moving left and right. In fact, you can’t help but move time backward and forward by moving left and right. It’s critical that you understand how this works and what it means in order to solve world 4’s puzzles.

The Pit
1. (easy)
This level is so easy that I’m hesitant to provide any hint. But here’s something: monsters can carry keys.

Jumpman
1. (medium)
Keep in mind that since your movement left and right controls the monsters’ positions, even going so far as to resurrect dead monsters should you move back past where you stomped them, the monsters will always be in the same spot when you’re at a certain left-right position. You may have to find another route.

2. (easy)
You’ll do a lot of dying and rewinding here. If you get frustrated, try the other door.

3. (very easy)
No hint.

Just Out Of Reach
1. (easy)
No hint.

2. (medium)
Before getting too frustrated, check out the entire map.

Hunt!
1. (medium)
Not as easy as the first hunt, is it? The key here is understanding how the left/right time movement thing works. The monsters will come back to life if you move left beyond the point where you killed them. So you’ve got to kill them in a specific order. Also, since time only moves forward as you’re moving right, you can’t kill the monsters without a tinge of rightward movement – you can jump on a monster as many times as you like, and if you’re not moving right, it shouldn’t die. You can use this to your advantage.

Movement By Degrees
1. (easy)
Things can happen offscreen. There are often sound cues you can listen for to determine when something happens.

2. (medium)
If you’re finding that you can’t move quickly enough, make sure you know how to rewind at x8 speed. That will move you very quickly indeed.

Movement, Amplified
1. (easy)
Rewinding isn’t the way to move faster. Try the cloud bridge.

2. (very easy)
No hint.

A Fickle Companion
1. (hard)
This one infuriated me more than any of the other puzzles on this world until I realized exactly how the level works. The key thing (no pun intended) to realize here is that when you carry the key to the right, and then move back leftward, it will follow whatever path back that you’d taken before. So if you move left along a different path, you’ll lose the key. But you can’t get the key up to the door without moving left a bit. So how do you move the key leftwards? The answer to that question is similar to how you’ve solved some previous puzzles.

2. (medium)
This one is one of my favorites in the game – it’s just so clever. You want a hint? You’ve got to use the monster.

And that’s it for world 4. More to come soon.

PC, Platform, Puzzle
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Ghostbusters Trailer

This is just too cool. I’m really looking forward to this game.

Upcoming, Video
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