Exploring Creede with NexGen Gaming!

Today we sit down with Kody Stone of NexGen Gaming to discuss his latest indie title, Creede! Pushing the boundaries of exploration while encouraging in-depth investigation, Creede will offer more than what meets the eyes. Racing against the impending doom of an eruption from a volcano, the player will be tasked with various missions that ultimately impact the ending. Armed with a trusty bird named Clinton, the player will be able to take a flight to the skies and provide focal points and different perspectives to the game entirely. Stone has also noted a more survival approach to the game experience, with the player relying on resources and other elements to maintain their health and much more!

Below is my live interview with Stone featuring Alpha gameplay of Creede!

 

 


*Here is a brief transcript of our interview provided by Elizabeth Christy! 

SGR – What is the story in Creede?

Stone – A story about a park ranger in Creede Colorado (Calvin Hetch). A volcano is erupting and as a park ranger you are tasked with evacuating the town

 

SGR – What do you think will be one of the more interesting concepts in the game?

Stone – Inventory for your bird, you will also be able to fly as the bird and customize the bird with costumes, The biggest feedback we have gotten has been about the bird and its aesthetics. We at NexGen Gaming Studios look for input from our fans to give them a game they are excited about. Our studio creates games for gamers by gamers.

 

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SGR – What were the founding factors of the game and concept?

Stone – Well it started out as a blueprint for grass and landscapes. So, it started out as a way to test both of these things and not a game. I decided to show it to a few people and one of the first responses I got was that it looked like the Rocky Mountains. From there I just ran with it and used pictures from the Rocky Mountains to further develop the town, as well as creating a game that felt very life like.

 


SGR – Will Creede have any other features?

Stone – As Calvin, the player will be able to build a house to be used a save point! With the ability to change the material it’s made of. You will also be able to switch between 1st and 3rd person with various clothing items available to Calvin and Clinton.we are also working on a survival feature, this will include a day and night cycle at night you will be required to rest by a fire if you don’t and travel through the night you will be become fatigued and move slower. Another survival aspect will be hunger that you will need to manage in order to survive or you will die.

 

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SGR – How did Calvin Meet Clinton?

Stone – They have been together ever since Calvin joined the military Throughout their travels and time together they have become best friends and will always be together!

 

SGR – What kind of missions can we expect to see in Creede?

Stone – A global mission where you are looking for people to make sure everyone has been evacuated. Like people who do not want to leave at all and tourists who are unaware that the town has been evacuated. The different kinds of people will change the character interaction. Some missions will involve animals as well, this mission will be able to be completed as Calvin or Clinton depending on the skills each mission requires.

 

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SGR – If we can expect character interactions can we expect negative character interactions as well?

Stone – Yes, some interactions will affect whether or not people will leave with the volcano eruption being a part of the game it creates a time limit. Being that you are a park ranger you have a job to do, and that is getting people to evacuate their homes, some won’t want to go even with immediate danger!

 

SGR – Will we get more of Calvin’s Story?

Stone – Yes, you will learn about Calvin Hatchs’ story through journals and other entries found around the world and through his interactions with the locals! You will also learn more about Clinton and his back story as he is a unique character.

 

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SGR – As The volcano begins to erupt will the atmosphere of the game change?

Stone – Yeah, as the time goes on towards the end of the game the clouds will clear and the sky will darken. The volcano will become more noticeable with smoke, fiery rocks, and ash falling from the sky.


Stay tuned for further updates on Creede as they develop from Super Game Reviews!

A point and click adventure with Corpus Inedia: Hopeless Situation Scientist (+18)

* This title has a +18 rating with content consisting of sex, drugs & other potentially offensive content. Parts of this interview may contain conversation talking about such topics. *

1487967830_preview_VladimirPortrait_03.pngAndrei Pi is back at it again, and this time it’s a dark and controversial point & click adventure/puzzle game. Corpus Inedia: Hopeless Situation Scientist puts the player in the perspective of Vladimir, a scientist with a knack for running his tests and experiments on the scum of the Earth. Spiraling deeper and deeper into this twisted story, the players can choose different options, ultimately leading to alternate endings and outcomes. Taking a sinister approach to a traditional game style while pushing the boundaries of political correctness, Corpus Inedia: Hopeless Situation Scientist goes to show that ingenuity is only a click away. Here is Super Game Reviews’ sit down with Andrei.


SGR – What was the inspiration behind the protagonist and his back story? How will we see the effects of this as the game progresses and draws to a conclusion? 

Pi – Vladimir was created by his background, which was formed using a mix of history, imagination, and experience. During the Communist period, given the right setting, it was very easy to get your life pretty much screwed. I started thinking of a rich couple, rich was illegal back then so it made sense. I’m not into politics so there are not many references to it in the game, otherwise, the couple would have been vocally against the regime, again a huge crime which would get your fate sealed…literally.

Romania was in dire need of basically anything, the best paying job was smuggling. The couple then, I figured, was set to smuggle goods from neighboring countries such as Hungary, since it was the most developed one around Romania’s border. The couple had to be set in Transylvania then. They refused to give up their fortune, by denying they have one and stashed it away (a common thing actually back then). They were sent to jail and this spoiled brat inherited everything. I figured that a teenager who’s so rich but can’t buy much (there weren’t things to buy back then) can very well resort to other activities to make his life less miserable. However, this also made him quite clever. And so it goes on, starting from a grain of information extrapolated into a story of 12.000 words, which is not even half-finished yet.

As the game draws to an end, the player uncovers more of what Vladimir actually really is. Whatever choices he made during the game shapes the main character, for the good or bad.

 

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SGR – I feel it would be safe to say that with a point & click title, story and content are going to be important factors. With Vladimir’s history already providing an interesting story and background, how do you intend to keep the momentum of interest growing throughout this title?

Pi – The story is indeed huge, and I’m having a hard time implementing everything. I hate games that offer the player fake choices. Every decision made here modifies the outcome. Starting from having a different item in your inventory to choosing how you will die, in some cases. Keeping momentum is tricky: start off too slow and people might get bored and close the game, go too strong and there’s no more interesting content later on.

The final goal – and I’m saying this without revealing anything 😉 – is to find out what the hell is happening in Vladimir’s house. Each scene uncovers a part of that struggle and combining violence, kinky and my zealous’ artist’s skill I think can turn out to be a quite entertaining experience. I mean I told her to make me a dildo and look what the heck she did

 

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SGR – Corpus Inedia: Hopeless Situation Scientist not only pushes the boundaries of offensive and controversial topics (such as substance abuse, sexual conduct & anti-feminism) but also how in-depth a point and click game can achieve. We see many different and humorous interactions with several actual full-length books found sprinkled within the content. What was your motive to take this route? How will this affect the overall atmosphere of the game?

Pi – I tried creating a small world where the player won’t feel like he has a checklist to do. If he wants to finish the game then yeah, there are a few paths he can choose from to eventually get to the bottom of … whatever is that’s happening (no spoilers here 😛 )

If he wants to do something else for a change he can go around and do these miscellaneous things like he would in a sandbox game. This adds to the list of activities so that once the game’s finished he can still go back and read whatever is left of the prostitute’s journal. Or maybe he’d rather electrocute himself a bit while he’s high on weed. Funny thing, different interactions become available depending on the character’s state. If he’s drunk or high, he might think that inhaling some bug spray sounds good.

TLDR: it’s all down to a number of activities the player can do in order for the game to be immersive.

If you can see it, you can probably do something relevant with it.

 

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SGR – A lot of Vladimir’s story comes from direct relations to actual events, is his creation of the virus which infects the world and another one of his creations, the antidotes being sold at outrageous prices, a metaphor for real World events as well? How much of a correlation to the past/present can we expect to see?

Pi – The virus and antidote are the only things in the game which can’t be proven they were real, at a smaller scale, maybe in a different place (Ukraine for example). So apart from that mysterious element and its effects on a bigger scale than the usual chemical attacks happening nowadays, everything is based on facts and probably the extrapolation of their impact on the world.

What you won’t see is this pop culture crap, like Trump and Putin and their take on this virus. That would be … disgusting :slight_smile:

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SGR – With this being a current work-in-progress, are there any elements or game mechanics that you would like to see implemented before it’s developed that weren’t mentioned? Any last comments you would like to include before we end?

Pi – I have quite a lot planned but I can’t share too much information on that. I’d hate to make promises and then not manage to keep them due to implementation or time issues. I would like to try – which doesn’t mean it will be added to the game – a rather decent phone system where the character can call different people with the numbers he discovers throughout his house. Another mechanic which I’ve already added and seems rather solid is a drunk/high state where “braver” interactions are available. There’s probably gonna be lock picking as well.


Corpus Inedia: Hopeless Situation Scientist is currently a work-in-progress by Andrei Pi, Elin Pettersson (Graphic Artist) and Alexei Ryan (the voice of Vladimir). As mentioned, there are several actual novels within this title that are currently in the progress of publication as well. Stay tuned for future news regarding development and more from Super Game Reviews!

To see another project from Pi, be sure to check out his work on Black Hole Bobby with our last interview covering it here. Also check out Black Hole Bobby‘s Greenlight page here and see what everyone has to say about it!

Kill or be killed with this new arena based shooter from PIGDOG GAMES!

LOGO_MISFITS.pngToday we sit down with Gerald Ligot, Creative Director of The Misfits! This third-person arena shooter places emphasis on teamwork by cutting out the fancy exo-suits and zero gravity and bringing us back to our roots. Relying on advantages from cover as well as various weapon pick-ups and more, The Misfits is going to feature several game modes as well as 8 unique maps. Utilizing cell shading similar to a comic book and a “dog eat dog world” this arena based Player vs. Player (PvP) shooter is going to take the teamwork and communication to new realms!

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SGR – With a market becoming heavily saturated with first/third person shooters, what is going to make The Misfits stand out among the crowd? What elements of this title are going to draw your targeted audience?

Ligot –  I agree the market is going towards a similar RPG style class systems with mechs, exo-suits and such. We are trying to re-imagine the traditional arena shooters of the past and focus on heavy team oriented game modes and a minimal class system which is something lost in today’s market. We would love to make a co-op campaign and add survival modes in the future as well. Players that enjoyed those traditional arena shooters are going to love what we are doing.
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SGR – Featuring several different weapon pickups, game modes as well as 8 different maps at launch time, The Misfits is holding nothing back it seems. What various weaponry and map scenery can players expect to see within this title?

Ligot – We are a small studio of 5 trying to make a very big game and a studio from scratch. We can’t afford to hold anything back. We want to succeed as a studio and we are hoping The Misfits will be the start of many titles for us. We have more environments and weapons planned for this game which we hope to add as downloadable content in the future. It’s difficult when we have such a skeleton crew. So far we are getting some great feedback from our community on the direction we are taking.

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SGR – How are the different themed arena maps going to be structured to help promote multiple routes and encourage players to explore all the various areas? Will there be any defining elements to the maps?

Ligot –  Our level design is unique per each map with multiple critical paths, secondary and tertiary paths. We are also planning on additional player mechanics that will allow the players to quickly navigate through windows, climb, ramp jump and slide under objects quickly. We are also planning to have environmental interaction in the future.

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SGR – The Misfits will offer several different game modes such as Contract Killer, Gang War, Cash Grab and more! How will these various game modes keep players interested and killing?

 

Ligot –  Our goal with the game modes was to have a variety team-oriented modes with a few traditional game modes like Team DeathM. This way players can quickly transition from whatever game they are playing currently. We are focusing on multi-team objective game modes as well to keep our players excited and coming back for more. In addition, we ask our players during our weekly play test sessions for feedback. This helps to ensure a fun game and it also helps us engage with our community.

 

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SGR – Offering 3 different classes (Heavy, Mid and Light) and game mechanics ranging from cover base shooting to destructive environments, just how chaotic can players expect The Misfits to become? How much of a difference with the Day/Night cycle make?

Ligot – This chaos is real! Just playing our alpha with the mechanics we currently have, combined with our 10v10 or 5v5v5v5 game modes makes for very chaotic matches. We also have objective modes that focus that chaos to specific locations and encourage team play and strategy to win matches.
The Day/Night cycle only adds to the ambiance in real-time. You may play better when you can see all the environment in the daytime, but how will you fair at night?

 

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SGR – Do you have any future plans for DLC or updates with The Misfits? Can we expect to see any new exciting developments from PIGDOG GAMES somewhere down the line?

Ligot – Yes, we will be releasing downloadable content packs in the future. These different Packs will contain skins, new characters and more! We have other projects in different genres we’d like to publish, not just shooters.


The Misfits is due for early access in July, stay tuned for Super Games Reviews’ “Indie Game Spotlight” on it when it does! To stay up to date with developments on this title be sure to check the following links:

Twitter: https://twitter.com/PigDog_Games
Youtube: https://www.youtube.com/c/pigdogreviewsgames

Below is a Developer update on The Misfits!

 

Exploring the Puzzleverse with Orb!

Devils_Peek_Games_Logo_BW_small.pngToday, we sit down with Robert Anderson of Devil’s Peek Games and talk about their game titled Orb. This 2D single-player puzzle encourages Players to push thought and precision to greater heights while being amplified by an electrifying soundtrack.  Offering more than what meets the eye, Orb provides many captivating game modes as well as several other factors mentioned during our sit down together. So with our further delay, let’s dive into the Puzzleverse and find out what makes Orb one of a kind!


SGR – Featuring over 140 different puzzles that intertwine different elements, Orb is certainly coming out the gate swinging! With this being your first title’ released from Devil’s Peek Games, what experiences did you have developing it and working on it until this point in time

Anderson –  This my friend is truly a question with a thousand different answers :smiley: For me personally every goal that I have set and reached has been an experience – however to date I will say that the biggest experience that I have had and will still have the pleasure of being able to enjoy is that of interacting and engaging with some of the most creative and intelligent individuals that walk the planet. Writing a game solo is most certainly not something I’d recommend (especially if you have a day job!), however, I personally believe that should you do so – you will be forever changed as an individual. You will learn things about yourself that you never knew were there or were possible – you will also experience breaking points, disappointment, long nights of grunt and frustration – and take it from me – the lack of sleep is not conducive to progress! It sounds wonderful, doesn’t it? But in reality, it truly is! I mean, part of being a human is to embrace emotion! You feel alive again, and If you make a good game, and you really put your heart and your dreams into it – you will no doubt experience the highest of highs when you start to realize that what you have created is actually something that other people would like to play.

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SGR – What is the story behind Orb? What inspired you to utilize this idea in a 2D puzzle?

Anderson – So Orb is actually a black hole flare trapped inside an alternate dimension by the name of the Puzzleverse. Here Orb must seek all 12 fragments of his shattered galaxy, unite them in the center, and unlock the 13th constellation – revealing Orbs hardest and most challenging puzzles yet, as well as Ophicius. Orb is on a mission to claim back his rightful place in the stars, and in so doing will become the biggest and brightest star in the sky.

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SGR – With an immersive soundtrack and pulsating visuals, how will Orb compete with other Puzzle based games? How will the different abilities and upgrades affect the Player’s experience?

Anderson –  While the immersive soundtrack and pulsating visuals make the game extremely attractive – the core of the game is based on the elements and the unlocks – featuring over 20 at the moment. Given that the game is poised to get really really challenging, these elements are introduced slowly to the player, ensuring they have a firm grasp on its concept before moving on. To build upon the elements, there are also abilities which change the puzzlescape somewhat – presenting solutions to puzzles that were not there before the unlock. Then there are the wormholes – as a means of travel from one constellation of puzzles to another. Here you have to ensure that you have unlocked and built Orb up to be strong enough to defeat the wormholes. By solving the more complicated, but not required puzzles you will be rewarded with upgrades and abilities which will make your life a little easier in the wormhole.

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SGR – With so many puzzles ranging from simple to complex, can you explain the different game types and challenges present? What are some of the differences Player’s can expect within the 13 different constellations within the game?

Anderson – The way you play the game will be entirely up to your personality – if you are someone who strives for perfection, you’ll want to complete the puzzles in as few moves as possible. For those that like to win, you’ll pick the game up and turn the puzzles into a speed runner (with leaderboards). If you like to think deeply then head a little further out of the Puzzleverse for the really complicated puzzles. Don’t want to think? Sit and zone out while getting lost in the background to some really awesome tunes. Each constellation will bring in an additional set of puzzle elements to master – most of the elements will build onto and interact with the other elements in the game. Furthermore, there is a core mechanic which the player is not introduced to in the alpha – and that is the color realm mechanic. You see essentially Orb is made of light, and he can diffuse into other colored realms – in so doing you will then have the ability to view paths and puzzle elements only visible under that light spectrum. There are 8 realms in total (red, green, blue, purple, yellow, aqua, white and black). The alpha takes place in the white realm, while the blue realm will be introduced in the second constellation. Once you have reached the 9th constellation you will have collected all three primary color swap orbs, presenting you with the ability to phase between the realms at will. Another awesome mechanic, which is introduced in the alpha is x-ray vision – allowing you to not only observe the powerlines of the Puzzleverse, but also UV light which will be essential to see to be able to solve a few of the puzzles. Then we can expect to see subtractive lasers (which also enhance on the color swap mechanic), as well as (at the moment) 4 different classes of enemies – excluding the basic turrets. The “spotter”, a purple enemy which moves on a set path and will shoot at you if you are caught in its path is introduced in the alpha and is located on the level called “The Turret”.

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SGR – In a future patch update, you note the ability to complete puzzles with a friend or attempt different challenges together. What different elements and abilities do you foresee having to add in addition to this feature? How do you feel the co-op experience will feel compared to the single player?

Anderson – Yes indeed there is a co-op core in the game however that will only be focused upon and released post version 1. I believe the co-op play will definitely bring a couple more elements to the table, however as it stands the current set of puzzle elements are well compatible and suitable for co-op play. As for the challenges, there will be PvP races (with the possibility of setting the end goal, being it playing race, catch or fetch etc). I believe the co-op experience will feel just as good, if not better than the single player – and should leave both players with a sense of accomplishment after completing a complicated puzzle or challenge together.

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Orb was developed by Devil’s Peek Games and is currently running a Greenlight campaign on Steam! Please feel free to visit and vote your opinion at this link here! Stay tuned for Super Game Reviews’ “Indie Game Spotlight” on this title when it releases!

16bitnights and the Dark Labyrinth of Tauronos

hg3_by_vasile20022003-db4j2g7.png Tauronos is a game based upon exploration within a pitch black labyrinth, forcing the player to solve puzzles, avoid danger and more!

This title will not only offer a challenge within the game, but will also provide a story for the player to overcome within themselves, breaking away from traditional exploration and adding a depth of fear that will keep you running.

Popa Manuel of 16bitsnights, along with Cavalie Ro, Alexei Ryan, Clovis Hianne & Aline Dean Enesca teamed up to create this suspenseful title in which time is the only currency. Time in which the beast gets closer.


SGR – This single-player game not only combines Action Rpg elements with Horror but also involves various puzzles and traps to overcome. Outside varying levels, combat and secret areas to find, what else will interest the player to play Tauronos?

16bitnights – Well you pretty much covered half of it in the description. We want to take it to next level and concentrate on exposing the fight with the inner beast, and try to stay faithful to the myth core. So, we will have, in addition to the trap puzzles, psychological puzzles which will reveal the personality of player.
Another thing will be a map editor for players to build their own maze and share with friends. Custom maps, many easter eggs and some fun game modes.

 

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SGR – What inspired you to blend different mixtures of pixel art within a Greek theme? What will players find in the prevailing depths of darkness?

16bitnights- I love retro games, my partner loves Greek theme, we are indie devs so we added into the project what we love most. As for what the will player find, hopefully, is themselves. Their mirror will flashback about their own personality and struggles with their inner beast, a conclusion, a revolution, defeat of inner fears, and upgrades, treasures, easter eggs, secret rooms, reflex traps, puzzle traps, psychological challenges, tension moments, adrenaline-filled moments as well as ones with yielding satisfaction. And a Minotaur!

 

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SGR – With a game based on the myth of the labyrinth, what type of puzzles and encounters can the player expect to find within Tauronos? What was your main focus on incorporating ideas from the legendary battle between Theseus and the Minotaur?

16bitnights – We split the puzzles into 2 categories: logical puzzles ( hidden patterns on the floor, clues on map architecture ) and psychological puzzles (which we try to make the player understand life on a more personal level).

We will try to expose fear, greed, courage, and others to help them reach a conclusion that will make them learn how to overcome their inner challenges.

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SGR – It has been mentioned that this game not only has a physical side to it, but also a philosophical approach as well. What parts of the human consciousness do you think your game will touch on? How do you think players will feel within themselves while playing your game?

16bitnights – Mostly the fight with the animal instinct, personality traits, and as many emotions as possible. I want them to reconsider the whole concept of rewards in a game. as a simple remark all upgrades in the game are totally free, but they take time. Time in which the beast gets closer!

We want to reward player for courage, but give penalty for greed with the philosophical puzzles

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SGR – The minotaur that chases the player is invincible until the player is strong enough to face it, but until that moment will have to run from it. How will combat be for the player when they reach that point? Will the different equipment and character upgrades play a role in surviving during combat?

16bitnights – We want to be fresh with each stage of the game and the ending, we want a big twist and some nice mechanics. I cannot give spoilers, but to answer your question. Yes, the fight will be harder or easier according to player avatar evolution and how they played the game


A short version of Tauronos is available for FREE on Gamejolt at this link as well as on Itch.io at this link! 16bitnights is currently in the process of getting Greenlighted on Steam, please be sure to cast your vote here!

Stay tuned for Super Game Reviews’ “Indie Game Spotlight” on Tauronos upon release!

 

Wallet Crusader: Beholder

Do you like being nosey? Do you enjoy eavesdropping on unsuspecting neighbors? Perhaps snitching to the authorities gives you a rush? If you answered ‘yes’ to any of those questions, Beholder might just be the game you’ve been waiting for. In Beholder, you fill the shoes of a state-appointed landlord in an unforgiving totalitarian state. Will you have the skills to simultaneously take care of your family, please the tenants, and appease the State? Prepare to bribe, steal, and blackmail in order to make ends meet. Otherwise, you’ll be fired…or worse!


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Systems: PC, OS X, Linux

Developer: Warm Lamp Games

Publisher: Alawar Entertainment

Release Date: November 9, 2016

Price: $9.99 (on Steam)


The game begins with your family moving into the basement of a small apartment complex. As you arrive, the former landlord is being escorted out of the building by police officers, somewhat foreshadowing your potential fate if you cannot perform your job correctly. Aside from yourself, you are accompanied by your wife, teenage son, and young daughter. After having received an introduction from your new boss, a short tutorial sequence of sorts, you are tasked with installing a few security camera. After the brief intro, the game stops holding your hand and you are put to work.

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The main ‘meat’ of the game is comprised of sneaking around, peeking through peep-holes, surveying unaware tenants for bad habits and secrets, and reporting crime to the proper authorities. Well, that’s what a good landlord in a totalitarian state would do, at least. You are also given the opportunity to bend the rules a bit if you choose in order to collect extra cash or to do someone a favor. Be very careful, however, because one false move and you will receive a one-way ticket straight to the gulag!

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Everything is dark in Beholder; the theme, setting, character models, your job, and even the character’s personalities and motives. Each resident has a unique personality, personal relationships, vices, and motivations. Interacting with the tenants can lead to discovering basic information about their spouses or neighbors. You’re not going to be able to dig up the juiciest info through conversation alone. In order to find out more about your tenants’ private lives, you must become a stalker.

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The easiest and least-evasive method to get dirt on a tenant is to spy on them through the peep-hole on their front door. A riskier way to gather more information is to sneak into your tenants’ rooms when they aren’t home and search their belongings. If that doesn’t cut it, you can purchase security cameras and secretly install them. With enough cameras, you can spy on all tenants at the same time from the safety of your living room. If a tenant catches you snooping, they will pissed off and kick you out. If you are caught more than once, they will likely call the authorities and you’ll be hauled off to the gulag.

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Once you’ve uncovered information about any particular tenant, you may return home and report them to your superiors. You may profile a tenant by filling out a form and reporting on any new information you happened to uncover. Each new piece of information reported grants you a cash payout. Every form filled out incorrectly will result in fines, so make sure to double-check. If you’ve discovered a tenant taking part in an illegal activity or in possession of illegal goods, you may report them. Afterward, the police will show up to abuse and arrest them.

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During the course of the game you will face family emergencies and other problems that will require a large amount of cash to complete. When your pockets get tight you may have to take more drastic measures. This mainly includes theft and blackmail. To steal, just wait until your tenants leave the house for work. Once they’ve left, you’re free to loot their belongings for anything of value. After looting, you’ll need a place to sell off your ill-gotten gains. Luckily for you, a merchant shows up at the apartment complex daily to buy and sell goods.

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Sometimes the merchant will offer to sell you illegal goods. To blackmail someone, you must find incriminating evidence to threaten them with. If you can’t catch a tenant breaking the law, you have the option to purchase some illegal goods from the merchant and frame them by placing it in their house while they are away. Just be aware that tenants will sometimes ignore blackmail or report the theft to the authorities. If you are reported, be prepared to pay a bribe. Otherwise, it’ll be off to the gulag with you!

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Aside from the snooping and blackmailing tenants, Beholder also offers a main quest and a good amount of side-quests. Most of the main quest involves serving your superiors and fulfilling any tasks they assign you. Main quests generally involve getting rid of a certain tenant or providing useful information. Side quests generally come from your family or tenants. These quests are generally optional but depending on your actions during these quests, you might effect future events or even change the ending. Be wary when taking the missions. Tenants can turn out to be just as deadly as the authorities.

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Final Judgment: 78%

I seriously enjoyed and appreciate every bit of the artwork and style of Beholder. The character designs were very unique, soundtrack was fitting, and art style really set a tragic tone for this dark, totalitarian wonderland. The characters have interesting backstories and were very interesting. I’m excited to play through the game again to see the alternate endings. The biggest flaws for me were the repetitive gameplay and the outrageous money demands required to complete certain side-quests. Despite the flaws, I look forward to following any new projects by Warm Lamp Games!


Pros:

  • Great art style
  • Unique gameplay
  • Unusual mechanics
  • Good writing and story
  • Excellent setting
  • Decisions matter
  • Multiple endings

Cons:

  • Repetitive
  • Too few tenants
  • Insane demands from side quests
  • Sometimes confusing
  • Lacking in explanation at times

 

Wallet Crusader: Human Fall Flat

As a huge fan of physics-based games, Human Fall Flat immediately caught my notice. I bought it, downloaded it, and then accidentally forgot about it. After hearing news about it coming to consoles in the near future, I figured I’d boot it up and give it a shot. Human Fall Flat is a challenging physics game in which you control a clumsy, boneless, blob human to navigate obstacles and solve puzzles.


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Systems: PC, OS X, Linux (Coming soon to consoles!)

Developer: No Brakes Games

Publisher: Curve Digital

Release Date: July 22, 2016

Price: $14.99 (on Steam)


Human Fall Flat is quirky. I’m not sure any other word more appropriately describes the gameplay. The main objective is basically just reaching the next stage. Sometimes you will press buttons to open nearby doors, other times you may be hauling wooden boxes on top of switches to open other doors. There are all kinds of other challenges such as destroying walls, swinging on ropes, and jumping from platform to platform, but despite the variety, there is very slow, clunky,  and boring progression between levels. So boring, in fact, that I never managed to complete the entire game.

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The controls on PC are very simple to use but difficult to master. Similar to Gang Beasts, Human Fall Flat gives you nearly full control of the character movement. It Left and right mouse buttons are used to control the left and right arms, respectively. When you press down on either button, the gooey little player-character will raise his arms and extend his sticky hands. By “sticky”, I mean that his hand WILL stick to anything they touch until the mouse button is released. Movement is controlled with WSAD and the camera is controlled via mouse movement. Sounds easy enough in theory, in practice it takes skill to maneuver your clumsy, seemingly drunken player character.

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The biggest selling point in Human Fall Flat is the physics engine. The way the player-character reacts to the environment is neat and almost realistic.  The environments also work well together. Round things should roll like the do in real life. You can push objects around and even lift smaller objects. If you encounter a rope, grab on and take a swing off a cliff like a true Tarzan. Toss a television out of the window. There are all sorts of things to play with. Each level is a sandbox and offers some sense of freedom.

Some goals can be accomplished in unusual ways (probably not even thought of by the developers), but for the most part, most objects are simply set pieces and add nothing to the game other than some extra stuff to break or toss around.

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 Final Judgment: 65%

Don’t get me wrong, Human fall flat IS neat. I just personally can’t say that it’s very much fun. I liked the way the physics engine made interacting with the environment so realistic. The controls were extremely clumsy. At first it was funny and a bit charming but after the first few levels, it was more annoying than anything else. Jumping felt shockingly awkward. Climbing was a very neat idea but was executed so poorly that I didn’t last long after the first climbing area of the game. The puzzles weren’t as challenging as much as they were frustratingly time-consuming. If you don’t have LOTS of patience, this game might not be for you. No Brakes Games has included a workshop add-on which adds countless hours of replay value. Unfortunately, I’d rather not replay at all.


Pros:

  • Realistic physics engine
  • Puzzles
  • Nice looking graphics
  • Funny at first
  • Workshop adds replay value

Cons:

  • Drunken movement controls
  • Annoying sticky hands
  • Boring af
  • Climbing and jumping are horrendous
  • No real goal other than getting from point A to point B

Indie Game Spotlight – Halcyon 6: Starbase Commander

After finishing the lengthy Planescape: Torment earlier this week, I felt that I could use a change of pace. I decided to look for a turn-based strategy game and stumbled across an indie title called Halcyon 6: Starbase Commander. The art style was attractive and the game was inexpensive, so I decided to give it a shot. Halcyon 6 truly sets itself apart from competitors by combining base building, exploration, crew management, tactical combat, RPG elements, and story events together to create a unique Starbase management simulation.


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Systems: PC, Mac

Developer: Massive Damage, Inc.

Publisher: Massive Damage, Inc.

Release Date: Sep 9, 2016

Price: $19.99 (on Steam)


The Gameplay:

The game begins by explaining that humanity has nearly been destroyed by fleshy alien ship-creatures. The first task on the list is choosing a commanding officer to take command of Halcyon 6 – a giant space station left behind by an ancient precursor race – which happens to be humanity’s last hope for survival. Each potential captain has their own backstories, traits, and abilities. You instantly get an idea of Massive Damage’s sense of humor while reading each biography. It’s a bit silly at times but I appreciate the less serious approach to the space simulation genre. After choosing a captain of your preference, you assume control of Halcyon 6.

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When you first arrive on Halcyon 6, it’s a hot mess. Having been mostly destroyed long ago, the space station only has a few sections left intact. As you explore the galaxy, you will collect various materials and resources from nearby colonies which can be used to renovate the destroyed sections of the Halcyon 6.

Before building or making any new renovations , you must clear the debris and kill off any alien scum that may have taken up residence in each destroyed area. Once all hostiles are eliminated, you are able to choose from a list of rooms to build. These rooms will allow you to upgrade you ships, generate more power and fuel, train new recruits, and much more.

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Outside of Halcyon 6 lies the rest of the galaxy, waiting to be explored. Each new game generates a new galaxy and randomly chooses alien races as your new neighbors. Thus, each new game is a unique experience.

Throughout the galaxy there are different settlements set up that can be contacted. Once you’ve made contact with the colonies, they will generate resources for you in exchange for protection. Occasionally, fleshy alien adversaries will spawn using portals in your territory and attack the colonies or Halcyon 6. If you fail to rescue the colonies, they will be lost and no resources can be collected until they are rebuilt. Neighboring alien races are generally neutral and will often visit Halcyon 6 to plead for help. If you decide to aid your neighbors, they will become more friendly over time and offer you rewards for your service.

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The commanding officer won’t be alone when entering the fray of battle. Aside from the first officer you choose to command Halcyon 6, you must recruit more officers to join the fight and also to maintain the starbase as the war rages on. Officers come in three different classes: engineering specialists, science specialists, and tactical specialists. Engineers have a wide assortment of skills and generally fulfill the tank role. Science specialists are similar to mages and specialize in healing skills and crowd control abilities. Last but not least, the tactical specialist is similar to a rogue and serves as heavy damage-dealing glass-cannon. I would recommend having one of each class in your squad to ensure you have the ability to deal with any situation you might encounter.

 Not all battles take place in space, however. Occasionally you will be forced to take the battle to the surface. Fighting on the ground is similar to space combat, except it is fought with blaster pistols, knives, and grenades. I really enjoyed the two different modes of combat and both were equally challenging.

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The pace of Halcyon 6: Starbase Commander is surprisingly fast. If you’re not prepared before the waves of enemies increase in amount and difficulty, Halcyon 6 and it’s crew will be decimated. Upgrading to larger class ships is an important goal to achieve as soon as possible.

 It is very easy to be overwhelmed during the beginning of the game. Attacks within your territory are common enough that you may decided to create additional fleets to cover more ground or to have a backup force to defend the base while the rest are out exploring. Attacks within the base also occur quite frequently as the game progresses, so make sure to have an officer or two around the base in case of emergency.

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Combat in Halcyon 6: Starbase Commander is easy to learn, but complex enough that it requires some practice to master and use effectively. Space and ground combat are very similar. I enjoyed the amount of status effects that could be applied on enemies and allies. This offered a lot of different opportunities to strategize. Certain moves inflict blindness, while other moves are made to exploit those negative effects. There are also buffs that can increase the firepower and morale of your allies in battle. Once I figured out what each status effect could do, it was easy to set up devastating combos.

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When entering ground combat, the game will fill in any open spots on your team with rookie recruits. These rookies must be upgraded as well to keep up with the increasing difficulty, but they are expendable and will automatically be replaced. When higher-ranking officers are killed in battle, their deaths have a much larger impact. Luckily, there is cloning technology that can be researched. This enables you to clone fallen comrades with all of their gained experience and skills intact. Other technologies that can be researched include larger ship designs, better power generation, alien technology, and many other things that will give you an edge in battle or strengthen Halcyon 6.

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I was very impressed by the charming pixel graphics and goofy sense of humor throughout the game. The attack animations are varied and look great. The humor really shines when interacting with alien civilizations. Each species has their own personality and motives. Over time they will approach Halcyon 6 to request aid, or offer information. Each alien race also has unique ships and physical appearances. I only finished the game once and had encountered at least three or four different civilizations, but the  developers claim that there are six different races that change during subsequent playthrough along with the layout of the galaxy. This adds a good deal of replay value and makes each new game a bit different, which is huge bonus.

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Final Judgment: 80%

Having been an indie-developed game, Halcyon 6: Starbase Commander is a very well crafted and enjoyable experience. I finished the game within 24 hours and I’m contemplating anything playthrough to see how different it can be from my first try. The difficulty can be quite high, even on lower levels, so it’s easy to fall behind and become overwhelmed. I thought the pace was a bit too fast, but it did add to the urgency of the situation and forced me to make tough decisions. I also enjoyed building relationships with the other space-faring races, but I felt that the few interactions left a bit to be desired. Another thing that bothered me a little was that the game seemed somewhat lacking in instructions on what do to at certain times. Overall, Halcyon 6: Starbase Commander was an excellent indie game and I hope there is more to come from Massive Damage, Inc.

 

Pros:

  • Charming pixel graphics
  • Funny sense of humor
  • Challenging combat
  • Base-building
  • Great character progression
  • Cool enemies and ship designs
  • Exploration
  • Decent amount of replay value

Cons:

  • Small game world
  • Very fast paced/ easy to end up underpowered
  • Wonky ship movement at times
  • Too few alien races
  • Lacking in explanation of certain events

 

Armitage Games and it’s 16-bit medieval game, Bannerman!

7976735.jpgMichael Vansleve, Head of Armitage Games, is no stranger to developing, with 3 games already under his belt ranging from action RPGS, FPS survival to even a comical horror style.

Stepping up to creating his first commercial indie game, Bannerman, Michael has taken 2D skill-based combat and meshed it with a 16-bit nod to the Sega Megadrive/Genesis.  Today we get a chance to sit down with Michael and discuss his experience developing Bannerman and the inspiration behind it!


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SGR – Working as a 1-man team, how has developing Bannerman been for you? Is it easier to translate your ideas into the game by yourself or is it more challenging?

Michael – Going it alone can really be both a blessing and a curse! On one hand, it’s super easy to rapidly prototype new ideas and elements of the game’s overall design and direction. Can’t get “lost in translation” like it can with a bigger team. On the other hand, it is entirely possible to get bogged down in tiny little details.

Throughout the course of Bannerman’s development, I have learned to better prioritize my time and efforts and try to look at the bigger picture. Another challenging part of working as a 1-man team is the feeling of isolation. Without someone else to bounce ideas off it is easy for the design to stagnate. My partner; Hayley, has been instrumental in being someone I can talk to about the design of the game and problems I encounter in development.

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SGR – Bannerman is a story about a man-at-arms that has lost everything during a battle and travels a war-torn countryside to recover his lord’s banner. What drove you to compliment this story with medieval action-adventure combat based on historical swordsmanship?

Michael – I am a huge medieval and ancient history nerd, and have long been fascinated with historical weapons and warfare.

Most representations in media of medieval combat are pretty far off the mark in terms of how the various weapons were used. Games that use medieval weapons in an appropriate way, especially 2D games, are few and far between so I wanted to make the sort of sword-fighting game that I would want to play.

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SGR – What is going to make Bannerman competitive against other  2D action-adventure games? What are going to be some of the drawing influences within your game?

Michael –  With the fluid animation, folk acoustic soundtrack, and gritty medieval setting, I believe Bannerman is targeting a different audience than the typical 2D action-adventure fare; especially when combined with the methodical and brutal combat system. Bannerman plays at a more deliberate pace than most action-adventures; think more Demon’s/Dark Souls and less Legend of Zelda.

The art is definitely inspired by Eric Chahi’s fantastic games. I have been a fan of rotoscoped animations since playing Flashback on the Sega Mega Drive when I was a kid. Gameplay-wise one of the big inspirations is the classic title Karateka with elements of Golden Axe, Prince of Persia and more modern titles; especially From Software’s latest series of 3D adventures.

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SGR – What was your drive to utilize 16-bit graphics modeled after games on the Sega Megadrive/Genesis?

Michael – I think it comes down to the fact that I had a Mega Drive when I was growing up rather than a SNES! I have long been a fan of the grittier color palette that many Mega Drive games utilized and I feel the Mega Drive hasn’t had much love from indie developers – most seem to pay homage to the NES and SNES.

SGR – What different types of enemies and bosses can the player expect to encounter? Are the hidden treaties and learning different combat techniques ultimately worth the exploration?

Michael –  Enemies run the gamut from peasant through archer, spearman to men-at-arms and noble lords. Bosses in Bannerman explore the interaction between different weapon types and the advantages and disadvantages of each. One of the more difficult bosses in the current build is a giant guardian that fights with a large shield and one handed spear. This is similar to what was historically used by many ancient cultures, and the superior reach and protection very much puts the single sword wielding player at a disadvantage.

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Your main challenge is to get inside the reach of his spear and around his shield so you can effectively deal damage. Some bosses do have a more fantastical side to them and use some forms of magic and other abilities, but they all serve as a test of the player’s ability to learn and adapt to different situations and combat scenarios. The combat treatises are very much worth searching around for! Collecting them allows the player to select the fighting techniques that work best with their chosen play style. Playing through Bannerman without collecting any of the treatises is quite the challenge!


Bannerman is a 2D action/adventure game in development by Armitage Games set to release early 2017! Stay tuned for Super Game Review’s coverage on it when it launches! Below is the Steam Greenlight trailer for Bannerman, be sure to give it a thumbs up if you like it!

Stiles’ Reviews | I am Setsuna

So, who here has heard of Tokyo RPG Factory.? No One? Well how about Square Enix? There we go. What self-respecting JRPG fan hasn’t heard of the juggernaut. The two companies that merged to form this behemoth of a corporation were not only the creators of the JRPG genre back on the NES with Dragon Quest/Warrior, but also the reigning kings of the genre for over a decade.

Well time has passed, and with it things change. The ‘Golden Era’ of Console JRPGs drew to a close many a year ago, and Square Enix too, turned their back on the very genre that was their bread and butter for so long. Long time fans of the genre plead for a return to form while Square Enix continued to put out title after title that seemed to mock the core values of their earlier hits; At least, that was the case, until they formed the small development team, Tokyo RPG Factory, to create a title reminiscent of those that long time fans had been clamoring for. See? I had a plan with that intro all along.

Enter, I Am Setsuna, the self-proclaimed throwback JRPG that uses Chrono Trigger as it’s base and Sadness as it’s theme. In this title you play as the mercenary Endir, whom is tasked with protecting ‘The Sacrifice’ (Setsuna) during her long journey to her final resting place. She will surely need said protection, as her long trek will have her facing deadly adversaries, traveling through perilous dungeons and slogging through miles upon miles of unbroken snow.

The real question however isn’t whether or not Setsuna will survive her pilgrimage, but whether or not Tokyo RPG Factory truly succeeded at capturing the spirit and charm of the Golden Era games that it is attempting to emulate. Check out the video for yourself and see what I thought of I Am Setsuna.


The beginning of 2017 not only marks the beginning of a new year, but also a new era as well. Super Game Reviews is proud to announce our partnership with Stiles’ Reviews to offer you a fresh outlook within the gaming community as well as the YouTube one. From all of us at the SGR family, we welcome Nathan Stiles with open arms and look forward to working alongside such an aspiring YouTuber!