Who am I?
- I am an artist hired by the FBI to create art from important cases like the HellBoy finding or the Pandora riot, you might remember some of my work at the Death Star incident.
- I was the cavemen that came up with the RockTrek saga.
- The Force guides my life.
- I have Na'vi hair and ears.
- Mario and Luigi are my only friends
You've probably guessed it by now, but none of those things are true (though maybe the last one is)... This is who I am. My name is Mabelma, and I'm an artist. I will be accompanying Superyoshi through his journey into the indie world by making all the illustrations for his articles. Hope you like my work, and remember, stay indie.
Mabelma will now be doing all of the illustrations for Thursday reviews! Be sure to look out for his debut review with Superyoshi next Thursday!
Wednesday, February 9, 2011
Monday, February 7, 2011
Review: Iji
The amount of alien shooters available in today's market is undeniably huge. In Halo, Gears of War, Mass Effect, Dead Space and countless other blockbuster franchises, shooting space grunts in the face seems to be a recurring theme. Now, I love games like Mass Effect that try to put a new spin on a weary formula, but those type of titles are few and far between. The main problem with the "space marine action game" genre isn't so much that it's overdone, but rather that no one's willing to take any risks in it. But if the mainstream media isn't up to the task of mixing it up a little, who is? I'm sure that was the question consistently going through independent developer Daniel Remar's mind when he created Iji, which does everything and a half to stand out amongst the crowd.
From the moment you start playing, Iji's influences are easy to spot. The character graphics are very reminiscent of games like Another World or Flashback, and the atmosphere gives off a huge Super Metroid vibe. The art is simple yet effective, and I was surprised at how well Remar utilized his resources to create an immersive, memorable atmosphere that gives a unique flavor to each level. Each aesthetic element complements each other, and the blending together of all of them makes for some wonderful eye-candy. Add to that some amazing attention to detail (such as the ship fights happening in the background of some levels), and you have yourself one great-looking game.
Of course, graphics alone don't carry Iji. Far from it. The gameplay system Remar has put in place works wonderfully, and you'll never feel like anything less than a nanoteched-out badass. The basics are actually incredibly simple: Arrow keys for movement, 'Z' to kick, 'X' to shoot, and 'C' to interact. But the core gameplay goes far deeper than that. You begin the game with your standard shotgun, which deals reasonable damage, has infinite ammo, and a relatively short reload rate. As you progress further and kill more enemies, though, you'll begin to acquire a substance called "Nano." There's a little bar in the lower right hand corner of your screen that tracks the amount of nano you have left until the next level. Level up, and you'll be given a point to spend at any of a series of modules for upgrading various stats. Want to get better weapons? Upgrade your "Tasen" or "Komato" stats. Can't break down that door? Upgrade your strength. Want your weapons to deal more damage? Getting some more attack power should solve that problem. If you could level up as much as you want, this could make for one pretty overpowered character, but there's a limit of 5 levels per sector, so you'll have to distribute your stats sparingly. This type of upgrade system really allows for a lot of experimenting, and encourages you to play through a certain sector multiple times to try out all sorts of different combinations.
One of the stats you'll want to focus on in particular, though, is the "Crack" stat. This particular upgrade improves your ability to hack, something you'll be doing a lot of. Hacking is done by interacting with hackable objects. Once you begin the hack, you'll start a hacking minigame where you have to navigate a white square to a red one, while avoiding all of the black squares. Lower level hacks are typically simpler, but the higher level ones tend to have much more difficult and complex puzzles to figure out. You can use hacking to open doors and chests and sabotage enemies, but its most important purpose is in the fusion of weapons. Each and every weapon you find in the game can be combined with another to form a new, more powerful one. For instance, the machine gun can be combined with the shotgun to create the Buster Gun, a rapid fire variation of the shotgun. This weapon creation aspect really adds an entirely new element of strategy and experimentation to Iji, and definitely stands out as one of the bigger highlights in the game.
But the thing that kept me going, the thing that drove me to complete every sector, was the story. Now, that might sound a bit weird at first. An alien shooting game with a compelling story does sound like a bit of a stretch, but this is far from it. The game starts out relatively simple. You and your family are taking a walk through your father's lab, and you look out a window to admire the view, when a couple of oddly glowing clouds suddenly fire massive laser beams from their interiors and completely fry most life on earth. Luckily, you make it out alive, but you find out from your brother Dan (via a disembodied voice on an intercom) that everyone you know has been killed by an alien race known as the Tasen. And it is at this point that you are given a gun and reluctantly make your way to the first sector. There are two potential paths you can take from here: Do you blast apart these invaders who have wiped out your planet, or do you spare them out of mercy?
The little choices you make in the game have a large bearing on the way the story unfolds. During your first kills, Iji seems apprehensive about shooting down the Tasen. You'll hear her apologize, sniff and whimper when she delivers the killing blow. Little details like these bring a sense of humanity to Iji's personality, making every shot a difficult decision. Start to kill more, however, and Iji loses that initial sympathy, with phrases like "Sorry!" being replaced by cries of "DIE!" Iji's emotions aren't the only thing affected by her actions, though. Throughout the sectors, logbooks of the Tasen and Komato (the alien force fighting the Tasen) are scattered about. At the beginning of the game, the content of them is pretty much set in stone, but as you are presented with more and more choices, the text within the logbooks changes to conform with the outcomes of those choices. There are many intriguing elements to be found in these little electronic diaries, ranging from historical facts about the Tasen and Komato to first-hand accounts of war from each side. They really do a great job of adding on to a game already strong on story.As you begin to unwrap this mystery of the outside world, you are constantly reminded of the fact that nearly every living thing on the planet has been eliminated, which leads you to question what you're doing. Is there really much of an Earth left to save? If you do manage to kill every alien on the planet, what is there left to do? In many other "space marine" games, the whole point is to stop aliens from destroying Earth. In Iji, they already have. It's an interest twist that I can honestly say was very welcome during my time playing. It makes you focus less on the well-being of humans, and more on the beings that destroyed them. While Iji's methods of advancing its narrative aren't necessarily completely original, they're done with an air of finesse that few games I've played can match.
Before I wrap this review up, I'd like to talk a little bit about the sheer level of content this game provides. The lab is split up into 10 different sectors, each an adventure in of its own. It should take you somewhere in the range of 20 minutes to complete each level, and that's not counting any of the boss fights in between. A straightforward playthrough should be around 2-3 hours long, which is still an amazing feat for a free game, but chances are, you won't just play through it once. There are secrets - loads upon loads of them - to be had. Each sector has a poster and a ribbon in it. Ribbons will advance a side story about Iji's little sister, while the posters serve a greater purpose. Collecting all ten of them will unlock something. Something incredibly, incredibly secret. I'm not going to tell you what, but it's certainly worth the effort it takes to get there.Of course, as with every great game, there are bound to be a couple flaws. The limiting of shooting to only when you're standing makes killing enemies harder than it needs to be, and the knockback you get from some of your enemies' weapons tends to send you flying back further than necessary. Also, if you want to go for a Pacifist run, you'll have to deal with hardly firing a single shot, which can be rather difficult when you're taking fire from everyone around you. And the ability to save more frequently - instead of having to start the whole sector over when you die - would be nice.
But, all gripes aside, Iji is an utterly amazing game. The amount of content and absurd level of polish will have you dropping your jaw every minute. Between the excellent level design, inventive leveling-up system, challenging enemies and bosses, intriguing story and stellar soundtrack, this is a title that won't soon be forgotten. So take a look at your calender, save a date, and download Iji. I assure you, you won't be doing anything else that day.
Saturday, February 5, 2011
Guest Review: Super Mario 63
This a guest review by MessengerOfDreams. Guest reviews will be put up the first Thursday of every month. Granted, this one's a little late, but all future ones will be posted then.
Now, at first glance, this might look like a 2-D remake of Super Mario 64. As SMBX is to Super Mario World and 3, and Super Mario Flash is to Lost Levels, this is the rough equivalent of a "Super Mario 64" for your browser. To an extent, it is; Runouw did use SM64 as a base during development. But this isn't any normal fangame; this is a gem unlike any others.
For those of you who want a list of the games he brought material from, here we go. Like I mentioned, SMBX borrowed some elements from the earlier Mario games, although it primarily focuses on SMB3, and to an extent, World. Runouw emulates this in the respect that he takes materials from the more modern Mario games. The gameplay is heavily based on Super Mario 64, with most of the game taking place in paintings inside the castle and the three "Bowser's castles". Super Mario Sunshine, an underrated token of Super Mario history, is another major influence on the game. Shine Sprites replace the typical stars in Super Mario 63, and the FLUDD, which is a massive part of gameplay, almost in the way that Yoshi was in Super Mario World. FLUDD serves as a helping hand in some otherwise difficult situations. New Super Mario Bros has its niche with the addition of Star Coins, the collect-to-get-prizes objects in the game. Runouw even adds some nods to Super Mario Galaxy, with several songs and levels that draw inspiration from it. The most apparent influence on the game is that of Yoshi's Island. Runouw has also added some remix music from Newgrounds and other sources to really jazz it up, as well as music from the original Super Mario 64.
With all the odds and ends from the games, you'd expect a mishmash of jumbled up Mario, right? Wrong. Runouw pulls off the construction of this game with finesse, creating not only a Flash fangame, but a Mario experience in of its own. What would normally be recycled Mario elements turn into a thrilling platform game that will have you hooked. There's an attention to detail that really is undeniably brilliant. Every level is amazingly crafted and full of adventure. Another great bonus is that the game's not just a way to kill one afternoon and forget it. Super Mario 63 has a full-blown story mode game that will last you as long as a normal game, give or take. First time through took me 2-3 weeks and then getting 100 percent took me another 2 weeks.
Hands down, though, the best moment of the game is in Bowser's Castle. This is, without a doubt, one of the best levels of any Mario game, ever. The castle alone will take you an hour to finish. It's truly a masterpiece. It's challenging, thought-provoking and a ton of fun, even if frustrating. It could be a flash game all on its own.
That's not to say it doesn't have its flaws, there are a few, that while not major, take away from the experience. Notably, the story isn't really solid. The idea of Bowser trying to destroy the world instead of just taking it over isn't true to character at all, and the plot device (Orb of Power) that serves as a plot-hole-cover for all, is just... a bad idea. I admire that he tried to break away from the "abduct Peach" thing, but it wasn't terribly successful. Also, he got other characters way off, notably Kamek. With the great plot filler having driven Bowser insane, he fires Kamek, but Kamek acts like he got fired instead of his son rebelling against him. Because when it comes down to it, Kamek raised Bowser, and if Bowser went so crazy that he "fired" Kamek, Kamek would be, to some extent, heartbroken. Because if you notice it, Bowser's the one thing Kamek truly cares about from start to finish. That really bewildered me.
Plus, some levels, as well as they're crafted, can be a real drag. For example, Tidal Isles, a level that mostly consisted of swim to stars with the twist of a tidal wave that hits you above water, which is a good twist, but the level just dragged on for the most part. Some of the other levels become a pain really fast too, such as Turbo Fludd stage, and the tutorials, which you do not have the option to skip. The Edge of the Mushroom Kingdom, a bonus level that is the ultimate 63-star unlockable level, is just borderline impossible that it takes all the fun out of it and makes me scream like a harpy at my computer. Even after nearly 50 hours of playing it I had lacked the skill to get past the first part of it.
And to top it off, the most sadistic glitch I've ever seen. After the second Bowser level in the fight against Bowser (which is really freaking hard) sometimes when you throw Bowser into a bomb, he'll spin around in limbo forever, causing you to close the game and lose all you built up in the level. Really bad
Now let's move on to the level designer. I'll just get it out of the way: this isn't the strong point of the game. Granted, it's really good, but not as good as it could be. The most glaring issue is that unlike most level designers, this does not have everything that the game has, and you come to miss it. The reason for this is because Runouw went game first, level designer second, making all the levels on Flash. He learned his lesson, making the level designer first and making levels off of it for Last Legacy, his new title, but here it really makes the level designer lacking in some ways. Another problem is that it doesn't take much to make the levels lag, you have to often put transitions all over the place to make sure it's not snail speed, and if the level is too big it won't load, it'll freeze your browser and occasionally shut your computer down.
That's not to say it's a bad level designer. You can get it literally right off the bat, and you can create beautiful, intricate levels with it. It's a shame that people can't figure it put for crap, cause it's seriously easy and with a little bit of effort, you've got amazing work, and you can make anything from simple platformers to beautiful worlds to complex masterpieces.
OVERALL: The story mode is the main attraction, with an eclectic mix of modern Mario games that create a crazy good 2-D platformer that for the most part can easily cement itself as a classic Mario masterpiece. However, the story is lacking and character development is way off, and the level designer, while easy to learn and good as it is, isn't all it can be.
Now, at first glance, this might look like a 2-D remake of Super Mario 64. As SMBX is to Super Mario World and 3, and Super Mario Flash is to Lost Levels, this is the rough equivalent of a "Super Mario 64" for your browser. To an extent, it is; Runouw did use SM64 as a base during development. But this isn't any normal fangame; this is a gem unlike any others.
For those of you who want a list of the games he brought material from, here we go. Like I mentioned, SMBX borrowed some elements from the earlier Mario games, although it primarily focuses on SMB3, and to an extent, World. Runouw emulates this in the respect that he takes materials from the more modern Mario games. The gameplay is heavily based on Super Mario 64, with most of the game taking place in paintings inside the castle and the three "Bowser's castles". Super Mario Sunshine, an underrated token of Super Mario history, is another major influence on the game. Shine Sprites replace the typical stars in Super Mario 63, and the FLUDD, which is a massive part of gameplay, almost in the way that Yoshi was in Super Mario World. FLUDD serves as a helping hand in some otherwise difficult situations. New Super Mario Bros has its niche with the addition of Star Coins, the collect-to-get-prizes objects in the game. Runouw even adds some nods to Super Mario Galaxy, with several songs and levels that draw inspiration from it. The most apparent influence on the game is that of Yoshi's Island. Runouw has also added some remix music from Newgrounds and other sources to really jazz it up, as well as music from the original Super Mario 64.With all the odds and ends from the games, you'd expect a mishmash of jumbled up Mario, right? Wrong. Runouw pulls off the construction of this game with finesse, creating not only a Flash fangame, but a Mario experience in of its own. What would normally be recycled Mario elements turn into a thrilling platform game that will have you hooked. There's an attention to detail that really is undeniably brilliant. Every level is amazingly crafted and full of adventure. Another great bonus is that the game's not just a way to kill one afternoon and forget it. Super Mario 63 has a full-blown story mode game that will last you as long as a normal game, give or take. First time through took me 2-3 weeks and then getting 100 percent took me another 2 weeks.
Hands down, though, the best moment of the game is in Bowser's Castle. This is, without a doubt, one of the best levels of any Mario game, ever. The castle alone will take you an hour to finish. It's truly a masterpiece. It's challenging, thought-provoking and a ton of fun, even if frustrating. It could be a flash game all on its own.
That's not to say it doesn't have its flaws, there are a few, that while not major, take away from the experience. Notably, the story isn't really solid. The idea of Bowser trying to destroy the world instead of just taking it over isn't true to character at all, and the plot device (Orb of Power) that serves as a plot-hole-cover for all, is just... a bad idea. I admire that he tried to break away from the "abduct Peach" thing, but it wasn't terribly successful. Also, he got other characters way off, notably Kamek. With the great plot filler having driven Bowser insane, he fires Kamek, but Kamek acts like he got fired instead of his son rebelling against him. Because when it comes down to it, Kamek raised Bowser, and if Bowser went so crazy that he "fired" Kamek, Kamek would be, to some extent, heartbroken. Because if you notice it, Bowser's the one thing Kamek truly cares about from start to finish. That really bewildered me.
Plus, some levels, as well as they're crafted, can be a real drag. For example, Tidal Isles, a level that mostly consisted of swim to stars with the twist of a tidal wave that hits you above water, which is a good twist, but the level just dragged on for the most part. Some of the other levels become a pain really fast too, such as Turbo Fludd stage, and the tutorials, which you do not have the option to skip. The Edge of the Mushroom Kingdom, a bonus level that is the ultimate 63-star unlockable level, is just borderline impossible that it takes all the fun out of it and makes me scream like a harpy at my computer. Even after nearly 50 hours of playing it I had lacked the skill to get past the first part of it.And to top it off, the most sadistic glitch I've ever seen. After the second Bowser level in the fight against Bowser (which is really freaking hard) sometimes when you throw Bowser into a bomb, he'll spin around in limbo forever, causing you to close the game and lose all you built up in the level. Really bad
Now let's move on to the level designer. I'll just get it out of the way: this isn't the strong point of the game. Granted, it's really good, but not as good as it could be. The most glaring issue is that unlike most level designers, this does not have everything that the game has, and you come to miss it. The reason for this is because Runouw went game first, level designer second, making all the levels on Flash. He learned his lesson, making the level designer first and making levels off of it for Last Legacy, his new title, but here it really makes the level designer lacking in some ways. Another problem is that it doesn't take much to make the levels lag, you have to often put transitions all over the place to make sure it's not snail speed, and if the level is too big it won't load, it'll freeze your browser and occasionally shut your computer down.
That's not to say it's a bad level designer. You can get it literally right off the bat, and you can create beautiful, intricate levels with it. It's a shame that people can't figure it put for crap, cause it's seriously easy and with a little bit of effort, you've got amazing work, and you can make anything from simple platformers to beautiful worlds to complex masterpieces.
OVERALL: The story mode is the main attraction, with an eclectic mix of modern Mario games that create a crazy good 2-D platformer that for the most part can easily cement itself as a classic Mario masterpiece. However, the story is lacking and character development is way off, and the level designer, while easy to learn and good as it is, isn't all it can be.
4/5
You can play the game over on Newgrounds here. If you would like to have your review posted, please send it to grizzlypixel@yahoo.com.
Wednesday, February 2, 2011
Newcomer: Superyoshi

Hey there, I'm the new guy. My name's Chris - known on the internet as Superyoshi, Suyo, TheSuperyoshi or bestyoshi - and I'm living in Germany.
I will (try to) write a review every Thursday, starting off with the BIT.TRIP series, since the final part will be released soon. I also plan to review the internet phenomenon Minecraft and the winner of IGN's "Most challenging game of the year" award Super Meat Boy.
So check in Thursday next week for the reviews of BIT.TRIP BEAT and BIT.TRIP CORE!
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