Though the first two chapters of SkyGoblin’s ‘Afro-Caribbean’ point-and-click adventure series The Journey Down were well-received by gamers and critics everywhere (including here at Select Start Media), the developers are turning to Kickstarter to help with funds for the long-awaited chapter three. Launching in October, the campaign aims to raise enough funds to conclude the series with the polish that it deserves, with the developers having revealed that the plot and puzzle design are already well underway. Fans and newcomers that back the project are being promised loads of behind the scenes material and previously unreleased footage in return for their support.
Hey! Tripod are bringing their fantastic show “This Gaming Life” to the Enmore Theatre in Sydney, as part of GOOD GAME LIVE! This is an interactive gaming trivia night featuring Bajo, Hex and Goose from the ABC2 gaming show Good Game, as well as Andrew Hansen from the Chaser and Jimmy Giggle. It’s a one-off show in our city at 8pm on the 5th of September (preceded by a kids show at 2pm), and, as far as I’m concerned, if video games are your thing (which they are, you’re reading this,) you can’t miss it. Buy your tickets here as soon as possible!
Tripod, creators of possibly the geekiest three-part harmonies in existence and once described as “a bit too Christian a capella for my liking,” performed a concert on Friday night of Melbourne’s PAX Australia expo as a preview of their upcoming show This Gaming Life. Part of the 2015 Melbourne International Comedy Festival, Tripod has teamed up with Grammy-winner Austin Wintory, composer of the soundtrack for Journey, and the Melbourne Symphony Orchestra with This Gaming Life, a musical tribute to a shared love of video games. I had a chance to catch up with Yon from Tripod, to ask him a bit about his personal love of video games; the future of This Gaming Life; and his opinion on keyboard warriors.
PAX Australia’s Indie Showcase shows that Australia has a thriving indie games industry, despite having no large studios. While indie games have typically struggled at conventions, not being able to afford the floorspace of AAA studios, PAX had a section of the floor set up for indie companies to showcase their games. And it was hugely successful. I was at all three days of 2014 PAX, and I hardly got a look at the indie games there. Not through choice, but through the fact that it was so damn busy in there I couldn’t get in there to have a look.
This is the map of the showroom floor at PAX 2014. That orangey/red bit in the bottom right is the Australian indie games. Just beating out Xbox and League of Legends, it had the biggest floorspace in the hall. Although Xbox had the advantage of not showcasing 50 or so games in a similar sized lot, the ANZ Indie Pavilion was a huge success. Even outside of the indie pavilion, littered around the floor you can see smaller Australian based gaming companies. With this in mind, here are a few games that I saw over my three days at PAX that really stuck out in my head.
Airscape: The Fall of Gravity: This is a game by a Wollongong local, who (at the time of PAX) was just finishing high school. This was one of the games I spent the longest playing, and I was absolutely mesmerised by it. The soundtrack is calming, the character is adorable, the gravity is unexplainable (just watch the trailer) and the gameplay is simple, but engaging.
Montas: Montas is one that I did not actually get to play myself (note the above where I said I couldn’t get in), but I did watch others playing it. It is a survival horror game that offers very little information, apart from this creepy sentence – “The player is the audience, Montas is the play, and you are invited up on stage.” Montas was being showcased on the Oculus Rift (another reason it was so hard to get to). Below is a photo I took of an accurately dressed cosplayer playing Montas.
Metal Dead: Of course I was going to waltz over to a booth that had METAL DEAD written in huge, blood dripping letters. Speaking to the developers, we traded favourite bands, and I was told that they created this point and click zombie adventure game due to a love of metal and a love of zombies. Seems logical. I wrote a preview for the upcoming sequel here.
Nippy Cats: “The goal is simple – just keep the catnip away from a horde of ravenous cats as long as you can. It is a noble mission… a proud one. You will fail. Kitty always wins.” The first sentence on the website just about sums it up. This is a frustratingly difficult game (one best played on an iPad rather than a phone), where you drag your finger around the screen to try and keep the cats from getting the catnip.
Wave Wave: This. Game. Was. Impossible. Impossible. Impossible. It sounds easy. Hold your finger on the screen to keep your line going straight. Lift it up to turn at a 90* angle and keep going straight. Continue like that. Except do it at a ridiculously fast pace, with a rotating screen and seizure inducing colours. Wave Wave would not be out of place at a chemically enhanced rave. Just watch this trailer. My record for this game? 4 seconds.
Cloud Popper: A nice, relaxing change of pace from Wave Wave. 60 seconds, pop the clouds, don’t pop the bombs. Nice. Lovely. Fun. Relaxing. A chat with the developer revealed that while creating educational childrens apps, he learned that with both adults and children alike, their favourite part was popping clouds.
Screencheat: Again, another I did not get to play, but watched other people play, and it seemed to be a whole lot of fun. Essentially, it is a first person shooter for between 2-8 players, but with a twist. All the characters are invisible, and you need to screencheat in order to find out where your opponents are.
Particulars: A particle physics based game, Particulars had a very morose and introspective feel. It is a puzzle game woven through the life stories and memories of a struggling physicist called Alison. Based in Sydney and being sponsered by ScreenNSW (which is interesting considering that McCrea’s article specifically states that Film Victoria is one of the only companies showing a culutral interest in video games). The playthrough available was short and only the first few levels, but it was a relaxing, moody sort of puzzler, without the general stress and fast pace of other puzzle games.
As I have said in previous posts, I am very much a console gamer, and I have been criticised in the past for sticking mainly within my comfort zone and playing AAA games. PAX changed this for me, and I hope that it will continue to do this. While writing this, I actually bought one of the games that I wrote about (note: It was Particulars). The countdown is on for PAX 2015, and I am excited to see what games I come out of it with.
Let me preface this review with a disclaimer: Heroes of Might and Magic III (The Restoration of Erathia, to true fans) is one of my favourite video games of all time. My love for it is up there with Majora’s Mask and the Civilization franchise. Heroes III took up hundreds upon hundreds of hours of my childhood; between the single player campaign, the random scenario generator, LAN matches with my father and brother, and Hot-Seat matches with my cousins, I don’t even want to know how many hours of outdoors time I sacrificed as a child to play Heroes III. Tower was always my faction of choice and Astral was my man–nothing could stand in the way of huge stacks of Master Gremlins. I would, without hesitation, call Heroes III one of the greatest strategy games of all time. I do appreciate its shortfalls: it’s very simplistic, almost garishly in its colour palette, and incredibly cluttered. That said, It’s the absolute peak of the Heroes franchise–not only does it contain the highest number of factions, but it’s a truly triumphant blend of turn-based strategy, battlefield tactics, and fantasy role-playing. And the music, oh man the music is so beautiful.
That said, this review is of the remastered “HD Edition”, not the legendary original game. I unashamedly let out a fanboy squeal when I first received an email from Ubisoft announcing the existence of the remaster. I should have known… I should have known that there was only the bitter taste of disappointment in store. No, it’s not “bad”, just disappointing.
An open world game set in Paris during the French Revolution? I was very excited for the newest release in Ubisoft’s Assassin’s Creed series, Assassin’s Creed Unity. It is the 7th/8th installment, released on the same date as Assassin’s Creed Rogue. Unity follows the story of Arno, a cocky douchebag; however, much to the disappointment of my inner history nerd, the storyline does not explicitly interact with the revolution, instead simply running parallel, using the environment more as a backdrop.
The first Memento Mori game came out in 2008, and until about six months ago it was one of those games that sat in my Steam library unplayed and unnoticed. When I found out I’d be reviewing the second one, I thought I’d do the fair thing and give it a playthrough, so that I could truly give Memento Mori 2 the thoroughly researched review that it deserved. As it turns out, I think I would have been better off if I hadn’t, because maybe then I wouldn’t have noticed some of the blaring flaws with this frequently confusing and inconsistent game.
The title of best point-and-click game goes to an instalment in a much loved franchise that involves literally just pointing and clicking (as it should, I suppose), but that has managed to evoke such emotion that past games have brought me to tears.