Speaking of Mac, Cortex Command has finally hit the clean, mean Apple machines! Like its PC brother, this version comes with a demo. The $18 license should work for both Mac and PC of the game.
Image courtesy of CherryT from the Data Realms Fan Forums, via the Epic CC Moments thread. The giant mech in the screen is a mod made by one of the users. This is your brain on Cortex Command…?
Well, Aquaria has been out for over an Earth Year now (as of December 7th). Pretty hard to believe. I remember back in the day when it was all, “Why don’t these damn turtles move?!” And now look at it. All grown up and shipped and critically acclaimed and everything.
Here is the newest trailer ever, in honor of the game’s anniversary and, more excitingly, Big Update. This weekend, Bit Blot will release Aquaria version 1.1.1 (for Windows). This patch includes “widescreen, graphics and audio enhancements, improved puzzles, a new/awesome map system and more.” And a reduced price.
Alec and Derek have been working hard on this update since the game launched, addressing all the feedback the game’s received. (And that’s a lot!) If there was ever a time to get Aquaria, it’s now. (Yeah, I’m talking to you—no more excuses!)
Congrats, guys! A series of increasingly complex high-fives is in order.
NOTE: Dunno why this ain’t been posted yet, but a Mac version is also now available.
Spiderweb Software has just released Geneforge 5: Overthrow, the final chapter of their Geneforge RPG series, for the Macintosh. The Geneforge games center around mages called “Shapers,” who can create monsters and servants to do their bidding. I don’t have much experience with the series, but the games are well-regarded for their intricate plots and open-ended gameplay. It’s definitely worth checking out for fans of old-school CRPGs.
The full version of the game is $28. A Windows port is slated for March 2009.
What’s that I spy, hanging over the canvas sky? Why, it’s Paper Moon, a new game from my friend (and Aquaria partner) Alec Holowka, developed with his all-Canuck, Winnipeg-based studio Infinite Ammo. Made for Gamma 3D, this Unity-based platform game features true 3d graphics (using 3d glasses), and an interesting mechanic. The cut-out graphics are by the talented Katie De Sousa, with help from Adam Saltsman (Gravity Hook, Wurdle).
Edmund McMillen and Jonathan McEntee have finally answered that age-old question: “What would it be like to be one of those slimy meat patties that came with Lunchables boxed lunches?” A masochistic platformer in the vein of YMM’s Jumper and FLaiL series of games, Meat Boy has you slippin’ and slidin’ through 56+ stages to rescue your beloved Band-Aid Girl from the evil Fetus-in-a-Jar. Absolutely brutal difficulty, with a nice feel to the main character, who is squishy and slippery.
In a world where Veganism is trendy and Garbage Pail Kids are not cool any more, it’s nice to see guys like Edmund bringing back some good old-fashioned, meaty gross-out humor, and adding a touch of class to it. A solid game that is rounded out with a sweet score by Daniel Baranowsky, who also did the music for Gravity Hook. If the level editor were only a bit more user friendly, it’d be tops.
The standalone version of the game is available here (13 MB) .
People who pre-ordered the PC version of World of Goo will receive a download link tonight, at midnight (along with a hearty thank you!). The final deadline for pre-orders is 11:59pm PST, so there’s still time. For everyone else, the game will be released simultaneously on WiiWare and PC a week later, on Monday, October 13th. OSX and Linux versions are forthcoming.
If you’re wondering why this is only going up now rather than last week when the game was released, it’s because every time I go to write about it I decide to play just one more quick game and soon an hour’s gone by. Take that as a hell of a recommendation – DROD RPG is good. Really, really good.
Perhaps I’m a little biased, though. I’m a huge fan of the DROD series – for me it’s a pinnacle of good level design; as many people have said, it probably is the best puzzle series ever made. (At the very least, it’s the best series of puzzle games that I’ve ever played). There’s a strange word caravel games use an awful lot that I think explains it: “lynchpin”. The idea is that a good puzzle should have a lynchpin solution; that it only seems difficult until you step back and look at it the right way – at which point the solution becomes obvious and you feel brilliant for having thought of it. It’s that feeling that repeats itself so often in their puzzle games that makes them so satisfying to play: and that approach to game design, essentially, is why DROD RPG is so good too.
DROD RPG is a big departure for Caravel Games – actually it’s the first game they’ve released that isn’t another puzzle game – but it manages to bring the same design approach to a new genre in a really interesting way. You frequently feel like you’re up against insurmountable odds, but if you plan your approach and think things through, you always just manage to pull through. And it’s so satisfying when you do.
(One last thing: If you’re already a DROD fan, then you might be interested in knowing that there’s a new smitemaster selection out – Devilishly Dangerous Dungeons of Doom. I’ve played it, and… well, it’s hard. Really hard. Even by DROD standards. But worth a look!)
It’s really late, but I’m comforted by the fact that I will soon be dreaming about Aether, a very personal and revelatory new game by Edmund McMillen. In it, you play a child who explores outer space on the back of a strange beast.
Thematically, Aether touches on both the anxiety and loneliness of being a child, as well as the exhilaration of the freedom of imagination. It’s hard not to compare the game to the classic French children’s book, Le Petit Prince, with which the game shares some fundamental ideas and imagery. I adore that book, and Aether was immediately compelling to me as something similarly honest and fanciful.
I could get way lost in this game if it were a little longer and fleshed out. And the controls, which sometimes felt brilliant, at other times felt unresponsive and awkward. Edmund has stated that this is just the prelude to a larger experience he has planned (yes!). If he can fix up the controls, too, it could be something better than great, for sure.
You can download the standalone executable here, for Mac or PC. And there’s an interesting discussion of the game already going on on the forums here.
Mtp Target is a simple enough concept: In most maps, the penguin you control rolls down a hill, goes off a jump, and then must be put into gliding mode (CTRL) in order to be maneuvered over to the target area, usually some sort of platform. Your first few attempts at Mtp Target will most likely result in frustrating falls into the water, but if you stick with the game you’ll be landing on target in no time.
As I got better at Mtp Target, I picked up on some strategies that reveal a more competitive aspect of the game. For example, instead of racing to the landing area, more experienced players will glide in circles until everyone lands and then zoom over and knock everybody into the water, proving that even the cutest of games can provoke vulgar (not to mention hilarious) exchanges of insults.
My main problem with most multiplayer games is how long it takes to start playing; loading, finding a good server, more loading, waiting for players to join, getting utterly ravished by people who devote their lives to playing, etc. So it’s nice to see that there’s an online game out there that doesn’t take itself too seriously and instead aims for a laid-back, quick experience.