We got a new trailer for The Trouble With Robots from Digital Chestnut! *sniffs* Ah. It’s got the “New Trailer” smell. The game looks like it’s coming along very nicely, but we unfortunately don’t have a release date to share with you just yet. In the mean time, you should take this video and rub it all over yourself ’til, you too, smell like pure awesome. The game looks like a good mix between Plants Vs. Zombies and Magic: The Gathering. Put us down as “interested” in this one.
Here’s where I’d usually try to write something clever about The Trouble With Robots but the video says it all. The game looks like it has a fair bit of strategy and depth while still remaining simple enough for people to pick up and play without issues. There’s magic, cards, strategy and mass amounts of robot murder. What else do you want?!?! I swear you people are impossible to please. Just watch the damn video and marvel in its glory.
Each day new platforms for gaming are emerging. Up until recently, a web browser simply used to do just that: browse the web. As technology advances however, it allows for creative endeavors to come underway and for new markets to emerge. At PAX East this weekend, I had the opportunity to play two titles that are currently exclusive to Google’s Chrome browser. Boston-based Fire Hose Games’ last title was 2011’s PSN-exclusive Slam Bolt Scrappers, and this time around they’ve decided to take a browser-based approach and target the Chrome Store.
Go Home Dinosaurs is a tower-defense game at heart, with a card-based mechanic layered on top. The whimsical tone of the studio carries over into their latest work, as the premise behind GHD revolves around a bunch of gophers who are hosting a BBQ when dinosaurs suddenly crash the party. As a gopher, you are tasked with moving around the grid-based screen to collect coconuts that sprout from the ground and form the game’s currency. Additionally, your gopher can launch projectiles of his own at oncoming dinos to impede their advance.
Tower defense is a genre that had an odd evolution. Similar to the MOBA, it began in RTS games as custom maps but because of its popularity grew into much more. Orcs Must Die! is a glowing example that tower defense has every right to be its own genre and not just a mode thrown in to an otherwise good game.
After your master is killed due to an unfortunate accident, you leave the title of apprentice behind you and become a full-fledged War Mage, but apparently the one that nobody wanted. This tone is conveyed throughout the game in the sparse narrations between levels. “If only it had been any other apprentice,” the old master dictates posthumously. It seems like an odd setup, but it works, with your character mostly filling that role with a very “dude-bro” attitude behind him. The only reason it feels out of place is a result of the sheer number of orcs you ceaselessly eradicate. Especially in the early levels, taking out the orcs is pretty easy, making it all the more satisfying. But it makes you wonder, “Why are all the other War Mages having so much trouble? This orc killing thing seems pretty straightforward.”
When the 16-bit-era logo appeared on the screen and the bass-heavy chiptune music began, I almost knew I was in for a “hardcore” experience. But it wasn’t just the look and feel that gave Soulcaster II a tough demeanor. After playing the first eight waves, I knew the game was here to kick my ass. With a little trepidation, I enjoyed it.
Just like the original that was released nine months before, Soulcaster II is an Xbox Live Indie Game that combines RPG elements with the tower defense genre. Though the two genres share similarities, the game executes the concept in a unique and satisfying way.
Ever notice how many games are based on rescuing princesses? Zelda, Mario, The Princess Bride game I continue to wait for – all of these games feature damsels in distress awaiting rescue from their dashing hero. What is with all of these princess-nappings? Only drunken hicks have a higher likelihood for abduction than princesses. I’m pretty sure it’s just about the only task listed in their job description.
Protect Me Knight answers the question that most stories tend to gloss over: what if someone actually tried to prevent the princess from being captured? Perhaps we shouldn’t leave her locked outside the gates like a castaway piece of furniture wearing a “free to any passing hoodlum” sign? It turns out protecting princesses can be as much fun as rescuing them, especially when playing with some friends, bopping along to the fantastic retro soundtrack and laughing at the intentionally cheesy text. The whole thing is an enormous love letter to 8-bit gaming, and it’s pulled off to perfection.
Plant a tree! Hug a skunk! Save the Earth! Stop the Woodcutter! What a bunch of hippie propaganda cleverly disguised to coerce those impressionable youth into an anti-lumber mindset! It’s radical left-wing liberal propaganda wrapped in a cute and cuddly fuzzy-wuzzy tower defense package.
The basis of the game is that the mean ol’ lumberjacks are trying to cut down the trees, much to the chagrin of the forest’s furry little inhabitants. The largely rodent population bands together to prevent those flannel-wearing tree carnivores from cutting down tress, laying ruin to the forest and (probably) devouring baby brains.
Let me tell you – I’ve played my fair share of tower defense games, and most of them feel far too similar for their own good. If you’ve played one, then you feel as though you’ve played them all. Scribble Defense, however, offers a fresh perspective on the genre and forces players to think outside the box for a moment.
Players begin each level the same as they would any other tower defense game: with a set number of lives – that is, the number of times your tower can be attacked, and a depleting number of enemies on the map. Their job, quite simply, is to stop the enemy from reaching this point.
While my initial thoughts of Murky Horizon weren’t very good, it quickly won me over. It is a hybrid of a twin-stick shooter and tower defense game, but with a bit of a twist. Your enemies don’t have a set path, instead you start off in the center of the screen as a Master Chief-like character defending a bunker containing families, set in a post-apocalyptic world. While the visuals aren’t stunning, the cool night-time effect does add a bit of ambiance to the title.
While I always thought the enemies looked like robot-wolves, apparently they are giant lizards; regardless, they come en mass and from all sides. You can either kill them by firing with your character, or funneling them toward the bunker by placing missile turrets and slowing towers in their path, along with boxes to create a set path. Each tower/turret has a range at which they can attack from as well. To further complicate things, night slowly draws and you are required to drop 5 flares between rounds. Fortunately your rifle offers a flashlight as well. The catch however is that your turrets can only attack what they can see by the light. Your character can collect pick-ups as well, similar to Contra. You begin with a single-shot rifle, but can also collect a tri-burst and homing missile. Between rounds you use the money you’ve earned from killing the lizards to buy more boxes or turrets.