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For the term "everything i played in 2012".

My Top 20 from the Independent Games Festival 2015 (Part 1)

Here we are again. It’s early in another new year and I’ve gone through all of the entrants in the Independent Games Festival. There were 639 games entered for 2015 and I wound up with a “short” list of 93. From there I hemmed and hawed for a while and ultimately decided on just 20 that I think are the specialest. Today I’ll post the first ten (in alphabetical order) and finish it up with another post tomorrow.

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Against the Wall by Michael Consoli
It may not have been on my Top Twenty list last year but I am all about it in 2015. I played the alpha version again, climbed as high as I wanted to and said “enough, enough now”. I need to know that whatever happens next is final release before I go any higher.

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C-Wars by Onipunks
What looked so fascinating in Crystalides has been refined and distilled into C-Wars and… I’m not sure I’ll love it. The demo build is very rough but it holds the same pixelart cyberpunk vibe I’ve been into since 2012. It’s now equipped with an FTL vibe where you choose to confront or avoid conflict, a leveling systems and a peculiar real time strategy combat mechanic. It’s still promising but far removed from what I was originally so in love with.

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Captain Forever Remix by Dean Tate and Brian Chan
I first discovered Captain Forever in 2012 and obsessively played the web demo version but never bought into the expansion. This has been corrected now that I’ve pre-ordered the reimagining that is Remix. Crazy new art accompanies what will be a deep, terrifying hole of frantic ship building and salvaging. Everything I loved about the original with a hopeful glut of new stuff on top.

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Chained by DigiPen Team Those Guys
I’ve found my mini trend of the year and it’s ‘gameplay mechanics that help as well as hurt’. In the case of Chained it’s a ball and chain attached to your character that you use to demolish your way through an already distraught dreamscape. The modeling and animation are fantastic while the platforming sections are augmented just enough by the ball and chain physics to be interesting.

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Cosmonautica by Chasing Carrots
When they say a “fresh, funky and funny blend of space trading and life simulation” they look to deliver. It’s The Sims in managing your crew’s needs and making sure your ship has all the rooms they need. It’s also got a Spreadsheets in Space economy and FTL’s real time terror combat that I love to hate. Soon as it’s out of Early Access, I’m all in.

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The Curious Expedition by Maschinen-Mensch
I told myself I wasn’t going to get into more procedurally generated, roguelike adventures but The Curious Expedition has super sweet pixelart. Thankfully, it’s top-down, hex-based perspective and party management are equally enticing. Like Gods will be Watching you have to manage your crew’s emotions as well as the external forces threatening to end your expedition with each move. It also looks like you can discover dinosaurs!

Donut County by Ben Esposito
I do-nut what to say about this one. You control a hole that gets bigger as it swallows up colorful scenery and ridiculously cute critters. Very much what I’d call Noby Noby Boy meets Katamari. It looks perfectly, magically insane.

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Fort Meow by Rhys Davies
It’s like Angry Birds in reverse. You’re the one building forts out of furniture to provide solace for a young girl from needy, clingy cats.  Between waves you can scavenge the house for new items — some provide unique bonuses, some are just hefty — to fend off an increasingly persistent array of felines. It’s a downright pleasant experience from the art to the adorable cat animations to the endless purrs you hear on the game over screen.

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Hero Generations by Heart Shaped Games
I came across the beta of this game years ago on Facebook and played a ton of it. Not long after the beta was taken down and promises were made that Hero Generations would reemerge. I’m still waiting (but it’s finally very close).

The concept is simple and grand: each square you move on the map is a year in your life. Youth, middle age and elderly phases have their own benefits and drawbacks. You’re out to maximize your time adventuring (and pillaging and fighting) while also winning over a quality mate. Because when you die you take over as your child with inherited strengths, weaknesses and inheritance. It’s roguelike, terrifying and awesome. I can’t wait to play it again!

Hex Heroes by Prismatic Games
Much like the FPS/RTS mashup, Savage, Hex Heroes aims to do some unique stuff with co-op. Potentially a Wii U game I’d buy a Wii U for, the player with the GamePad is given a top down view of a strategy game style map. They command up to four other players on the TV who have their own roles to play; be it combat, resource gathering or dispelling the fog of war over the map. I doubt I’d ever get together with enough people to make it work but it’s a fantastic idea and I’d love to see it happen.

Of 2013

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The year of 2013 was the worst year of my life. I was going to paint a poemly picture but no one wants to read that; this is Game of the Year time, not amateur beatnick love-in night. So, to set the stage for this month’s year-in-review posts, I’ll regale you with a few all-encompassing figures from my playtime in 2013.

  • I played at least 143 games. I didn’t count some of the ones I ran back through to farm Steam trading cards and I’m sure there are some IGF and web games I flirted with that I completely forgot about.
  • I paid full price for 11 games or 8% of everything I played. The vast majority, about 89%, were either on sale or a freebie from PlayStation Plus or a game I borrowed from a friend.
  • The two meager games I have played on Xbox One so far account for 0.013986013986014% of everything I played.
  • I didn’t play a single Wii game in 2013, down from an astounding two in 2012 and a record breaking one in 2011.
  • Speaking of old stuff! I hit a pretty good balance between new and old last year having played 65 games from 2013 and 78 from years past. This is largely thanks to my YouTube endeavors.

There’s a whole stinking load of spreadsheets and data if anyone wants to look. I’ve updated my ‘Spreadsheet of Annual Playtime’ for 2013 as well as my ‘Games I Played In…’ document. Coming over the next nine days are the usual year end posts: favorite free games, favorite soundtracks and the like, culminating in my Bottom Five and Top Five games from 2013. Lists from last year: catch the fever!

Animal Crossing: Minecraft’s Great Uncle

It seems like I’ve always got Animal Crossing in the back of my mind. Friday night those thoughts collided with an idle hour and my DS that has somehow held its charge through months of neglect. The town of nodnoL had been pretty well developed when I stopped playing the game regularly in 2006 so there wasn’t a lot to do after I loaded it up. Of course my town was full of weeds and the shoreline littered with shells but I immediately remembered I’d done just about everything. But what was that everything?

I started thinking about what Animal Crossing is and what you do in the game. It’s always been a tough series to classify: not really an RPG with stats and quests or a simulator like SimCity. I was really daydreaming about a new Animal Crossing that would let you dig up cartoony blocks of the world when I realized — hey! — Animal Crossing is kind of like Minecraft’s great uncle. Not a direct relative, not a grandfather — I’ve never heard Notch cite it as a game he’s played, let alone an inspiration for Minecraft — but the two have a lot more in common than any other two titles I can think of.

Animal Crossing lacks the survival and combat aspects of Minecraft but both are built on the idea of letting the player explore and exploit the random worlds they’re given. “I hope Nook’s is in a good spot,” I remember thinking as nodnoL first loaded. I also remember harvesting the unique fruit in my town and collecting flowers to bring all the resources closer to my main path. I wasn’t building my home block by block but it definitely takes on the same feel as your “main base” in Minecraft. It’s a place you can expand, decorate and — most importantly — store all the unique things you find in the world.

Then I poked into my inventory and found my tools; an axe, shovel, net, fishing rod, and slingshot, most of which can deteriorate and can be upgraded to gold. User-created clothes to “reskin” your look and — oh my god, it’s still there! — a giant mural of the Prince from Katamari Damacy I painstakingly laid out near my town’s entrance. A few Question blocks from Super Mario Bros. dot the area as well and my town flag flies high featuring a turnip from Super Mario Bros. 2. Clearly the work of a nerd, just like the unexpected, inexplicably complex creations people make in Minecraft for no reason other than to see it done.

It still doesn’t help file either game under a clear-cut genre category but it does make it easier to say “if you liked this, maybe give this other thing a shot”. All this from my fleeting daydream for an Animal Crossing where you can sculpt the terrain. As if I didn’t already have high expectations for whatever Nintendo does next with the series.

20 things that surprised me at E3

E3 2012 is over and while each annual show replaces the last as my least favorite there were still plenty of unexpected surprises and outbursts of joy. Maybe the biggest surprise is how few games there were overall. My feeds didn’t explode and I repeatedly ran out of press releases and uploads to check out at GamesPress. “Bigger games but fewer games” was the motto of the show for me but I’m not here to dwell on that point any longer. This is just a quick rundown of the games and reveals I didn’t see coming.

Avatar Motocross Madness (Bongfish for Xbox 360)
This one was a surprise for being mostly nonexistent to those of us not physically at the show. After the official tease leading up to E3 it was mysterious (and foreboding?) that the inoffensive “family fun” game didn’t get a spot in the made-for-TV press conference. It doesn’t even have a page at Xbox.com yet.

Beyond: Two Souls (Quantic Dream for PlayStation 3)
Sandwiched between sequels was Sony’s “new AAA property”, Quantic Dream’s next astounding looking interactive movie starring Ellen Page and that guy I still haven’t identified. Quick Time Events look to be pretty frequent but the moments where you control the supernatural entity known as Aiden and can float away from central character Paige felt noteworthy. Detached from the “star” you can discover the next threat coming her way or set things in motion she may never even realize happened. It’s like watching a movie and being able to stay behind when the action moves to a new scene.

CastleStorm (Zen Studios for Xbox 360)
At this point anything Zen Studios does that isn’t pinball is a surprise. That CastleStorm looks to mix Angry Birds with real-time strategy only adds to the intrigue. While you’re hurling projectiles at teetering enemy castles you’ll also be managing a ground battle between classes of troops against some really well designed enemy forces.

Demon’s Score (Square Enix for iOS/Android)
This is my iOS/Android game of the show… not that there were any other contenders. Ouendan style beat matching played to tunes from “hit songwriters” as a cyber-girl slays fantasy beasts who belt out oddball dialog. I’m already sold but I’m still super interested in what the songlist is going to be like and what they mean by “hit songwriters”.

GameGlobe (Square Enix for Web)
Take all the “you make the game” games of recent years, throw them into a 3D powered browser-based format, and give it a dense and colorful art style. Somehow it’ll be free-to-play with tools complex enough to sculpt landscapes and control the timing of individual moving platforms. It looks pretty heavy on 3D platforming but the trailer also shows third-person combat, flying, and “endless running” style gameplay. That Square Enix is backing it also surprised me.

Lifeless Planet (Stage 2 Studios for PC/Mac)
You’re an astronaut sent to what looks like a life-sustaining planet but by the time you reach it you find out it’s a barren wasteland. Your crew goes missing, a mysteriously underdressed girl appears, and then it gets weird. You soon find signs of human occupation and realize that a Cold War Russia had colonized the planet unbeknownst to the world. And then something decidedly inhuman wakes up. I’m really excited to hop around a mysterious alien world in low-g, tempering my urge to explore against dwindling air and power supplies.

Lococycle (Twisted Pixel for Xbox 360)
This has something to do with a bike… and it’s from Twisted Pixel. All I can say is I’m sure it’ll be funny and that I can’t wait to find out more.

Matter (Blind Wink for Xbox 360)
It looks like Marble Madness with a personality sphere from Portal rolling its way through TRON. Oh, and it’s brought to you by Gore Verbinski, ya know, the director of Pirates of the Caribbean. The only downer is it’ll incorporate Kinect which may render it unplayable but I’m still super intrigued by this bizarre conglomeration of things.

Need For Speed: Most Wanted (Criteron for Xbox 360/PlayStation 3)
We knew it was coming but not until the stage demo did I realize it would be a perfect mix of everything I loved about Need for Speed and Burnout. Open world, real cars, cop chases, loads of jumps and secrets with metrics tracked on seemingly everything you do. It’s not a mind-blowing revolution in comparison to Burnout Paradise and Hot Pursuit but it looks like a hell of a lot of fun.

PlayStation Plus update (PlayStation 3)
Maxx and I still can’t believe that this crazy deal is legit. For $50 a year Sony is really giving away hundreds of dollars in free games that you can keep playing as long as you’re paid up? They sweetened the deal on stage by throwing out 12 titles that members could download including major releases like inFAMOUS 2 and LittleBigPlanet 2. If I didn’t already have a dozen games to play at any one time (or a bigger PS3 hard drive) I’d probably jump on this.

Project Happiness (TOYBOX for 3DS)
Project Happiness aims to “help expand the player’s view of the world, and make them ponder what their life means to them.” That’s some Molyneux level hyperbole right there and I can’t help but take note. From Yasuhiro Wada, Creator of Harvest Moon, the game definitely looks the part from the teaser trailer but I’m intrigued to find out how it hopes to alter my world view.

Rayman Legends (Ubisoft for WiiU)
Ubisoft’s stage demo of this game nearly brought me to tears. The animation and art is wonderful and the way the layers interact looks so much more seamless than the stuff in LittleBigPlanet or Mutant Mudds. What really got me though was the musical level (of which there will be several) where the player with the GamePad taps objects on the touchscreen in time with a song to help out the other players. It doesn’t sound like much in written form but seeing it in action felt like something really, really special.

Scribblenauts Unlimited (5th Cell for WiiU/3DS)
It’s good to see Scribblenauts again and with their experience on iOS and hindsight after the DS original I’m expecting both versions of Unlimited to be much more playable.

Splinter Cell: Blacklist (Ubisoft for Everything)
I haven’t touched a Sam Fisher adventure since 2005 so I came away from Blacklist more excited and surprised than most. Yes, the demo wasn’t very stealthy and Michael Ironside has been replaced but they sold me with most of what they showed.

Star Wars 1313 (LucasArts for Next-Gen consoles)
I think this was most everyone’s surprise of the show. Not only did LucasArts emerge from a years-long development black hole but they showed the most stunning visuals I’ve ever seen and a Star Wars experience set before all that crappy New Trilogy/Clone Wars junk. That it’s labeled as a “mature experience” and eschews focusing on force powers only adds to the surprise. Now, as long as it doesn’t disappear completely like that Indiana Jones game…

Tank! Tank! Tank! (Namco Bandai for Arcade/WiiU)
Maybe most surprising is that an arcade game was on display at E3. I may never see this game outside of the WiiU but in either format it looks like crazy, colorful fun that reminds me of classics like Tokyo Wars and Alien Front Online.

Watch Dogs (Ubisoft for Current and Next-Gen consoles)
After a showing of games I was increasingly excited for Ubisoft closed their show with the completely out-of-nowhere reveal of Watch Dogs. Part GTA, part Assassin’s Creed, part Deus Ex hackery, everything I saw of this game blew me away. I’m one of those folks who was a little bummed to see more cover-based gunplay at E3 but there’s no way that alone is going to stop me from playing this game.

WiiU social features (WiiU)
I don’t think anyone expected Nintendo to go so off the deep end of the social diving board as they did at E3. Game-specific Twitter-style feeds that pop up tips and lewd comments about individual levels. Friends and strangers chatting about whatever you have on your Dashboard. Impromptu video chat with practically anyone online. I am supremely interested in seeing how this works in practice, if anyone finds it useful and the time-to-headline of something like ‘Nintendo lets sex offender video chat with children’.

Wonderbook (Sony Computer Entertainmet for PlayStation 3)
Nothing at E3 had me repeatedly stammering “what? what? what?” like Sony’s Wonderbook reveal. I love the idea of a book full of AR codes that publishers (both the game and book kinds) can use to tell interactive stories. The J.K. Rowling connection behind ‘Book of Spells’ was a big part of the shocker but I could see it working just as well for Dr. Seuss or Sesame Street. I don’t expect anything for a more adult or “core” audience out of it but it definitely counts as a surprise. Like the guy on stage said “we managed to keep this a secret”.

Xbox SmartGlass (Microsoft)
The idea of Microsoft embracing anything but their own hardware is the biggest shock of the SmartGlass announcement. It’s definitely ambitious and mysteriously in-line with what Nintendo is doing on WiiU’s supplementary screen. What worries me is that Microsoft has never been able to get all their numerous divisions working in unison and they frequently abandon new products. Trying to make the experience work across dozens of hardware platforms and keep reliably in synch with on-screen action isn’t the kind of feat I expect from modern day Microsoft. I’ll be just as surprised if SmartGlass succeeds as I am here at its reveal.