Entries in Indie Games (217)

1:30AM

QCF: Bomb Rush Cyberfunk

 find it pretty funny that I’m writing this review mere weeks after the Dreamcast’s 24th Anniversary; I mean, not just that in that granular humor from a well-timed coincidence sort of way, but in that I’m still seeing one of my favorite consoles live on through a legacy that dwarfs its flash-in-the-pan lifespan. Even though it was released two years into the 128-Bit Machine’s reign, Jet Grind Radio left quite the impact in 2000, as it quickly became a must-have exclusive for the platform and yet another reason to attract anyone over to SEGA hardware instead of Nintendo’s or Sony’s offering.

After an underwhelming sequel and years of Fan-service cameos, SEGA’s frenetic Graffiti-racer has mostly lived on as a garnish for the repeated servings of nostalgia surrounding the Japanese brands’ peak years. Given that the property has undoubtedly had more of an impact than SEGA had accounted for, it was only inevitable that one studio would set out to tag the spot Jet Grind Radio had left untouched for twenty years.

Netherlands studio, Team Reptile, answered the call, & endeavored to produce a spiritual successor to the Dreamcast Cult favorite with Bomb Rush Cyber Funk, an improved open-world take over the middling attempt we saw out of Jet Set Radio Future, with a freestyle approach to progression. The end result isn’t just a fresh approach to a familiar classic but a practical reinvention that improves upon its source material in nearly every single way.

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1:24AM

QCF: WrestleQuest

sn't it weird how, like Video Games, Pro-Wrestling has had its ups and downs within the Pop Culture Zeitgeist? It's just one of those deals where varying degrees of social stigmas through different generations had just held it back from reaching actual relevance within the mainstream consciousness like it's arguably achieved in today's entertainment climate, and that's because it's so much more than just a "sport" to enjoy. Imagine, for example, a Quarterback running a standard play in a Football game, and the moment they shouted "Hike," they suddenly ran backward toward their own endzone, spiked the ball down to the turf, and then viciously ripped their jersey off only to reveal the other team's jersey underneath it—this is the kind of energy you can expect out of Professional Wrestling. There's no other athletic competition out there like it.

It's a spectacle that's translated very well into the Video Game format, so much so that Wrestling Games are their own little subgenre to play from. Still, it's nearly always a case where developers adapt the rules and conventions of Pro Wrestling into a video game instead of it being the other way around.

Developer Mega Cat Studios pondered that challenge with a JRPG-inspired Turn-based Adventure named WrestleQuest, a colorful fantasy take on the world of Toys and their dreams to make it big in the squared circle. At the core of the concept, any premise can be made into a 16 Bit styled RPG if you have the right systems in place, but WrestleQuest doesn't settle for that and instead delivers one of the finest examples of Ludonarrative Consistency that I have ever experienced. I'm not kidding when I say it's easily one of the best Pro Wrestling games ever released in generations. 

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2:02AM

QCF: Nescape

hen most think of the NES, they'll likely imagine platformers, side-scrollers and turn-based RPGs. Nintendo's premier console did, after all, introduce us to the very roots of these genres as we know them today while also restoring our faith in video games as a whole after the 1980s game crash.

Some titles, however, were more experimental than others – more specifically, those of the point-and-click genre. Two that immediately come to mine are the console ports of King's Quest V and Shadowgate, in addition to Manic Mansion from Lucasfilm Games.

One could consider NEScape! a faithful ode to any of these titles now available in the Nintendo Switch and Xbox Live libraries, albeit with a much more docile feel. In short, it truly is an "escape room" for the NES.

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11:12PM

Parallax Pilgrimage: The Timeless Charm of 2.5D Action Video Games

sn’t it just wild what a simple addition or twist can do for a recognized formula? Just look at what tossing in a splash of Lime or Vanilla to a can of Pepsi does for the drink—the same cola base is there, only now it offers a whole new perspective to its taste, and they did this all without completely reinventing the wheel either. It took Pepsi forty years to come up with the idea, while the brilliant minds of the Video Game industry came up with their “Pepsi Lime” moment in thirty-seven with the 2.5D Platformer.

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10:00AM

QCF: Phantom Breaker: Omnia

ack in the day I used to attend several conventions a year, where all forms of gaming, anime and related avenues of fandom would occupy a weekend inside the meeting rooms of an unsuspecting hotel. In those game rooms of my past, I recall seeing Phantom Breaker tournaments and casual play amongst the other 2D fighters. Now over a decade later, Rocket Panda Games has teamed up with MAGES to release an updated and streamlined version of the title for the first time in the West. Does Phantom Breaker: Omnia earn a place in today’s crowded field of fighting games? I think to certain groups of players it very well may have a spot.

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11:45PM

QCF: Firegirl: Hack 'N Splash Rescue


ith a city on fire in the background, a young firefighter desperately tries to save anyone that may be still inside the collapsing building. With little breath left in her body and even less water to fight the blaze, she continues to push forward in desperate hopes of making a difference. All this, on her very first night with the fire department. Okay, maybe it’s not that serious, but it sets the stage for an epic experience. In Firegirl: Hack 'N Splash Rescue the noir themes and roguelite gameplay elements blend very well in an experience that is difficult to master but equally hard to put down.

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7:22PM

QCF: Within The Blade

fter first loading up Within The Blade on my Switch I was not sure what I was getting myself into. The title formally known on PC as Pixel Shinobi from indie developer Ametist Studio has a reputation for being a difficult but deep stealth action platformer with RPG elements since its initial release in 2019. My initial playing brought back some memories of playing fast paced indie platformers such as Super Meat Boy and Shovel Knight, with a Souls style combat and timing all wrapped in a ninja world and story. Now with time and experience to better form an opinion, I can say this game is hard, but fun to play and even with some lack of polish dulling its blade does not take away the overall feel and accomplishments it provides.

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5:38PM

QCF: The Atari VCS

he 1970’s were famous for a lot of things: the birth of whole entire music genres that ranged from Disco to Punk Rock, the Watergate scandal, and a certain living room pastime that would go on to change the entertainment medium forever—Video Games. It wasn’t long before these interactive television media programs made their way from the arcades to households across the country in the latter half of the Seventies, all thanks in part to a certain company that would help pioneer the blooming industry, Atari.

Years removed though, the Atari brand is seen as nothing more than a relic after its rise, and gradual fall—clinging on to nothing more than nostalgia for the remaining players who remember those early generations in their prime and get excited at the mention of the name. While the Atari line has enjoyed a second life in the aftermarket with a booming homebrew market and enthusiast media scene that’s fostered on by platforms like AtariAge and AtariMania, the company itself has gone mostly dormant through a series of mergers and extensions before quietly filing for bankruptcy in 2013.

Since then, the remnants of Atari, now named Atari SA have carried on with splintered releases of the remaining IPs in their possession like RollerCoaster Tycoon and Lunar Lander for the PC and mobile markets. The output was modest, as R&D worked on various projects while the company continued to earn royalties from its licensing deal with AtGames and their Flashback line of plug-in consoles. Sometime in 2017, however, a new management recruit by the name of Feargal Mac Conuladh was able to greenlight plans for a new Console-PC hybrid with an exclusive digital storefront codenamed the Atari Box. After years of sparse communication on the project and questionable crowdfunding campaigns to finish the production of the console, the Atari VCS has now officially launched to the public.

The question remains as to whether or not Atari can deliver on a product that can offer more than a fleeting sense of nostalgia that’s arguably just too dated to enjoy again. From my time spent with the machine, my answer isn’t as cut and dry as I would have ideally liked it to have been. I think the potential for the Atari VCS to deliver a different gaming experience is certainly there, especially when comparing it to contemporary upstarts that came before it like the Ouya and GameStick, who both originally promised something very similar and ultimately failed to live up to that promise. A number of shortcomings in the unit’s overall performance, however, unfortunately holds that potential, back and Atari’s subsequent management of the platform leave a sizable bit more to be desired. The VCS has too much running against it in the face of its low-end price point of $299.99 for just the base console without controllers, and the higher $399 asking price for the system and controller bundle—with the low-end being the same retail cost of a Nintendo Switch.

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