Indie Games Updates

By Meg | February 7, 2010

TayKrOn, the folks who did the PC game Slide Colors, as well as bunch of Kongregate games, announce the launch of Slide Colors for the Xbox.  I reviewed Slide Colors fir Indie Game Mag a few months ago, and my IGM review was quoted in the press release announcing the XBox version. The XBox version will cost 80 Microsoft points, which is a dollar in non-stupid currency, so it’s well worth checking out this match-three.

SubSoap, behind Faerie Solitaire (did I mention how much I liked this game?) are planning the launch of an episodic sequel.  I thought the original Faerie Solitaire was adorable and I can’t wait to see the new features.

Finally, don’t forget that Indie Game Mag is running a sale through Valentine’s Day!

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Indie Game Mag Pay-What-You-Want Sale

By Meg | February 1, 2010

Want to subscribe to Indie Game Mag without paying $25 a year? As gamedrinkcode has pointed out, gamers can only spend $10 on their hobby, which is why Indie Game Mag is offering a Pay What You Want sale. Get a year’s digital subscription for $1, or $10, or however much you’d like, now through February 8th. Which Mike seems to think is Valentine’s Day.

Via The Pay-What-You-Want We Heart IGM Sale

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How To Afford An Indie Game – gamedrinkcode

By Meg | January 30, 2010

gamedrinkcode has a quick comic about how to afford a $15 indie game.   It’s funny how a pretty box and shrinkwrap will dramatically change the perceived value of a game! I don’t hate mainstream titles just because I also like indie games, though.

Via gamedrinkcode » Archive » How to afford an indie game

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Do Tell

By Meg | January 27, 2010

The new party game DoTell sets up simple rules for a social game of truth-or-dare. Players race a simple spiral path, moving ahead for completed tasks, but I use “race” loosely, since the focus is on the journey, not the destination. (Quick sidenote: Play makes use of clear icons that didn’t rely on distinguishing between colors or, my personal game hate, squinting at tiny symbols. I’m looking at you, Magic:The Gathering.)

We quickly came up with game mods, swapping the game’s two six-sided dice for two four-sided dice to regulate movement. Even through Do Tell is not very competitive, the variation in 2d6 for movement can frustrate the player who rolls a 3 early on and never catches up.

The game offers eight pastel tokens, but it’s easy to add a mancala gem or a Monopoly boat to mod it for a larger group. Do Tell is so interactive that it works well with a large group, and each turn is independent of what’s gone before, so it’s a perfect choice to begin with on game night as you wait for guests to arrive.

Tell cards ask players to answer a questions and share something (The DoTell Facebook page offers a list of possible questions), and players quickly begin to share stories and laugh.

Do cards ask a player to sing a song, do an impression, dance, pose or act something out. These were a hit with strangers and long-term partners alike. Other players loved dancing or singing along, or just clapping after performance.  One Do asks the player to be the devil preparing his to-do list, which is a fantastic chance to see if your friends would plan plagues and worldwide floods, or just legions of telemarketers and poorly designed parking lots.

A Mirror question has one player asking a Tell, instead of answering, and all the other players try to figure out what he or she would answer.  When we started playing, Mirror questions slowed the game to a crawl, as players who didn’t know each other fumbled for some innocuous answer to a soul-baring Tell.  But after a little while, answers to other questions made it easier and easier to guess. For a group of long-time friends, the Mirrors were hilarious.

The official rules for Mirror questions have a note that some Tells don’t make very good Mirrors, so they should be skipped. No legalese about how they should be skipped, no tiny icons in the corner of the cards to let know which ones should be skipped. We think this refers to the Tells that ask the player to draw a Risk or a Do, but we really liked this rule. Think this is a bad Mirror? Draw again! This is exactly what we were looking for in a party game.

On my second playthrough, we opened up the, ahem, adult Risk cards, glanced at them, and added house rules.  Take a spicy Risk instead of a regular Risk at any time, but it can be swapped for a regular Risk if it’s too risque. Don’t like the card you’ve drawn? Swap any underwhelming Tell or too-wild Do for the next spicy Risk! (You can also get the Family Version for Spicy-free play, or just put those cards away when you have the fam over to play)

With the exception of one reference to American Idol, DoTell does not require pop culture knowledge (my one complaint with usual party games like Cranium or Apples to Apples is the number of celebrities I don’t know), but feel free to work random trivia or favorite songs into other questions.

Overall, this is a hilarious social game. Sure, you can race to the center, but the real focus is on laughing with friends.

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Inmate Loses Fight To Play D&D

By Meg |

A man serving life in prison for first-degree intentional homicide lost his legal battle Monday to play Dungeons & Dragons behind bars.

Prison officials instigated the Dungeons & Dragons ban among concerns that playing the game promoted gang-related activity and was a threat to security. Singer challenged the ban but the 7th U.S. Circuit Court of Appeals on Monday upheld it as a reasonable policy.

Dungeons & Dragons players create fictional characters and carry out their adventures, often working together as a group, with the help of complicated rules.

I don’t think we should punish murderers by letting them hang out and play D&D in the first place… but it seems a bit odd that prisoners can watch cable and read other books, but not D&D. Maybe prison officials are afraid of someone getting shanked over the division of party loot?

Via Game over: Inmate can’t play Dungeons & Dragons – Odd News – Fresnobee.com

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JayIsGames’ Best of Casual Gameplay 2009

By Meg | January 14, 2010

The awesome JayIsGames site is running a Best of Casual Gameplay 2009 contest.

Adventure is a hard call — since Monkey Island: Screaming Narwhal, Time Gentlemen, Please! and Wonderland Adventures: Mysteries of Fire Island are all in the running. I think Monkey Island wins for me… with TGP in second . I enjoyed Wonderland Adventures, but it just can’t compete with Guybrush Threepwood or foulmouthed Dan and Ben.

Some of my other favorites on this list are A Case Of The Crabs, under Browser Adventure, Nancy Drew Dossier: Resorting To Danger under Hidden Objects. (I also helped out with NDD: Resorting to Danger so I’m not entirely unbiased) Faerie Solitaire is running for best Time Management… so is Build-a-Lot 4, which means I am officially the only person who hated Build-a-Lot 3. The frustrating Don’t Look Back under Interactive Art, although this game was made for  people with more patience and skill than me, I did like the myth theme.

Vote for your favorites, or just use this as list of games to check out.

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Kill 10 Rats And Bring Me Their Tails!

By Lexton Collins | January 4, 2010

Guest author Lexton “Lunarhound” Collins discusses the upcoming Guild Wars 2, believable NPC drama, heroic errand-running, and shares his perspective on what makes a good MMO great.

Most gamers, both fans and detractors, would agree that MMO’s need shaking up. It’s happened before, when City of Heroes and, shortly afterward, World of Warcraft made camp grinding a thing of the past and brought quest-based advancement to the mainstream. Suddenly, characters had purpose-driven lives. Other games followed suit, and life was good in cyberland.

Now, several years later, gamers are growing weary of the new grind. It’s tough to ensure that every single one of the hundreds of quests necessary to keep an MMO going are interesting, and players are growing weary of the endless variations on “kill ten rats and bring me their tails”. Mini dramas acted out by NPC’s cease to feel immersive when sticking around for a minute afterward lets you watch the world reset before your eyes so that the next players in line can ride. Collecting exclamation marks and running errands for people too lazy to deliver their own letters or fight their own battles feels less like an adventure and more like checking off a list of chores. Few want to go back to the way things were, but developers, and many players, seem to be finding it difficult to see a way forward.

There have been efforts to do something different but they’ve gone largely unnoticed. Guild Wars came hot on the heels of World of Warcraft, and attempted to remedy many of the ‘theme park’ issues that came with a static world that had to reset each quest for the next player by making heavy use of instancing. Players see each other in towns, but once outside, you and your party had your own private copy of the world. This allowed them to change things permanently based on your actions. Unfortunately, this lead to many players not considering it a real MMO and, despite its commercial success, it didn’t inspire many imitators. Additional problems came from the fact that players could not jump, climb or swim and the world was full of invisible walls that forced strict adherence to the current mission path. Dungeons & Dragons Online came along a few years later with a similar world structure coupled with much better implementation of the mission-based game play and a great new action combat system, but the facts that it couldn’t (at the time) effectively be played solo and it required a monthly fee, it also ended up being relegated to niche status.

Now, Guild Wars has a sequel on the way. ArenaNet was very secretive about it for quite some time after its announcement, and even now information is limited, but what is beginning to emerge paints an interesting picture of a title that is trying to shake up the genre all over again. With the inclusion of open world areas and much greater mobility (players will be able to jump, swim and climb as they can in most other MMO’s), as well as new attitudes toward creative use of instancing, they might actually succeed this time.

In a preview at Eurogamer, back in August, lead designer Eric Flannum states that “I think I can safely say that you won’t see a single exclamation mark floating above a character’s head in Guild Wars 2.” This one little sentence makes for a pretty bold statement considering the direction of MMO’s for the past few years and, luckily, he elaborates:

“We actually don’t have a traditional RPG/MMO quest system… Instead what we’ve got are Events. Think of them as group-orientated activities. This is one of the many things that will encourage the player to explore the world – you can wander through and never quite know what you’re going to see. You might come across a fortress that’s being attacked by centaurs, or it might be that the centaurs attacked half an hour before you got there and they hold it now. You might start walking along a road you’ve walked a hundred times and suddenly there’s a caravan traveling along that road that you may not have seen, and you can go help that caravan out.”

Supposedly, these events will form a complex web within any given public area, spawning new ones and phasing out old ones based on cause and effect. An older example given is that of a dragon attacking a bridge. Players can band together to defeat the dragon, which might open up a new chain of events that can be participated in. Alternately, they might fail, choose not to help, or simply not be there when the dragon attacks, which would result in the bridge being destroyed and a completely different chain of events opening up, revolving around repairing the bridge. The difference between this and something like Warhammer Online’s public quests is that they will not simply reset repeatedly so that players can do them over again. The assertion that there will not be a traditional quest system seems to indicate that public areas will consist of countless such events and, rather than wandering around looking for someone with an exclamation mark to tell them what to do, players will spend their time looking for something actually happening. The potential of such a system to change the way questing is seen in online games is staggering.

That isn’t to say that all adventuring will be completely directionless. Each player will have a personal quest chain to play through that reflects his or her own character. From an interview with MMORPG.com in December:

“When a player creates a character in Guild Wars 2, they will be able to answer many questions about their personal character history. These answers will help determine your personal story in the game. As many fans have theorized, one of the first things you choose is a ’subdivision’ of your race, which provides a more personal feel to your character’s history. For the humans, that means their ancestry–Elonan, Krytan, Ascalonian and Canthan–and also their social status as gentry or commoners of the city of Divinity’s Reach. For charr, it primarily means their legion, whether Blood, Ash, or Iron. The asura choose between the three most respected colleges of learning; Synergetics, Dynamics, and Statics. The sylvari follow the path of their seasonal cycle, or the time of day in which they awakened, being Dawn, Day, Twilight or Night. The norn choose their personal totem, and may choose to walk in the path of bear, snow leopard, raven or wolf. From these and other initial determinations, a wealth of personalized storylines develop, so that each player in the game experiences a story that is individually tailored to their character.”

According to ArenaNet, these choices, though part of character creation, will not affect class or power in any way. Their sole impact is on the player’s own personal narrative. This sounds tantalizingly like the Origins system in Dragon Age: Origins, and is an exciting thought when considered in the context of an MMORPG.

There’s no telling, of course, how much of an impact any of this will have or how well it will be received until the game is available to the public in some form. And if these claims were being made by a smaller developer without the experience or budget to back them up, they might be only a faint cause for hope at best. But ArenaNet has the budget and the talent to back up its big ideas, and it has already proven with one successful series that it knows what it’s doing.

Most seem to believe that the ultimate feat for an MMORPG would be to topple World of Warcraft. I’m not so sure. I think the ultimate measure of success is moving the genre as a whole forward. With a new approach to quest content, a strong focus on providing the player with a personal storyline, and the lack of any sort of monthly fee, Guild Wars 2 stands poised to do exactly that. Will it topple World of Warcraft? I doubt it. But it may force Blizzard to change in order to compete, which would almost certainly lead to other games following suit. Now that would be an accomplishment.

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ThumbGods in 2009

By Meg | December 26, 2009

In 2009, I reviewed indie games like Funky Farm 2, A Case Of The Crabs, Rotoadventures Momo’sQuest, Slayer of DragonDemocracy 2Electric BoxFaerie Solitaire, and CyberWord. I plan to keep focusing on creative, indie games next year. I also played major mainstream titles, like Cartoon Network’s new MMO Fusionfall, and James Patterson’s Women’s Murder Club:  Games of Passion for the DS. ThumbGods reviewed the match-3 Atlantis, Totem Tribe, National Geographic’s Mystery of Cleopatra, Tales of Monkey Island: Launch of the Screaming Narwhal, Sims 2 on the DS, and Nancy Drew Dossier: Resorting To Danger! Major misses  this year were  My BoyfriendCreate-a-Mall,  the disappointing Build-a-lot 3, and Jack in Lost in Blue 2. (Not all of LiB2. Just Jack.)

I tried to branch out a bit from reviews, and started writing some hints, including a guide to solving MyTribe mysteries and hints for Nancy Drew Dossier: Resorting To Danger! I’ll probably keep doing this whenever I’m really proud of solving a puzzle and want to help out.

Thumb Gods had a great guest post when when Lexton Collins reviewed Runes Of Magic. I guest posted reviews of Cake Mania 3 and Ciao Bella, over on Casual Gamer Chick, Crayon Physics Deluxe review on Angry Gamers, Travians: Asterix Meets The Sims on SeeJaneGame, and contributed to several issues of Indie Game Mag.

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Game Review: Cake Mania 3

By Meg | December 18, 2009

I have a new review of Cake Mania 3 up over at Casual Gamer Chick.

cake mania 3 Cake Mania 3 is an adorable time-management game for the Nintendo DS. Jill, our heroine from Sandlot Games’ PC versions of the Cake Mania imprint, is cheerfully preparing for her wedding day when she accidentally breaks a time-bender (I suppose it was wedding decor), and sends herself and her loved ones off through space and time, only to be saved through extensive cake baking! Jill must rescue her displaced friends and family, repair the time-bender and make it back for her wedding – all by making and decorating cakes.

Once Jill lands in a new location and sets up her bakery (“Oh look,“ Jill notices, “My oven works in ancient China! That’s not weird at all!”), the top screen is used for progress stats, like time spent and money earned, and icons of waiting customers. The bottom screen is Jill’s bakery. Players send Jill rushing from oven to customer with a tap of the stylus. A checkmark appears over the future actions in Jill’s queue so you can easily keep track of what she’s doing. Tap the checkmark to remove a planned action from Jill’s to-do list.

Read the rest of my Cake Mania 3 review over on Casual Gamer Chick.

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Facebook’s Secret Code

By Meg | December 11, 2009

Just in case you don’t have enough time-wasters on Facebook (I’m looking at you, FarmVille players), here’s something new to try:

The Konami code, named after the Japanese company behind classics like the Teenage Mutant Ninja Turtles series and the Nintendo Contra classics, is one of video-gaming’s most storied cheats. During development of the 1985 Konami arcade game Gradius, a programmer found the game to be too difficult and programmed in a key sequence — up, up, down, down, left, right, left, right, B, A — that, if entered, gave the player a set of the game’s power-ups. As word of the shortcut spread, other programmers aped his cheat, working the same sequence into their own games. The Konami code works in nearly 100 video games now, including Frogger and Dance Dance Revolution.

And now it works for Facebook. Try it for yourself — log in to Facebook and type the code: up, up, down, down, left, right, left, right, B, A, enter. It doesn’t matter where you type it: just have the Facebook page open and active. The result? Lens flares — those groovy circles that appear when pointing a camera into the sun — appear on your page with every click of the mouse. Useful? Not in the slightest. But they’re easy enough to get rid of — logout and they’re gone.

Reading this made me immediately made me tab over to Facebook and type in XYZZY to see what would happen

Via Konami Code: Facebook Uses Video-Game Cheat, Adds Flare – TIME

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Beta Opp: Grand Fantasia

By Meg | December 6, 2009

Open Beta has begun!

Grand Fantasia is now open to all, and the Item Mall has been released! Join the dynamic and quickly growing community now and experience the adventure. The Aeria Staff has a lot of thrills planned, and players can look forward to epic contests and events including the chance to win 1 Million AP!

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Sentinel’s Fate Beta

By Meg | December 4, 2009

Are you playing EQ2? Want to try out the new Sentinel’s Fate expansion?

We’d like to take the opportunity to invite everyone to register to participate in the beta program for the EverQuest II expansion: Sentinel’s Fate.

Please remember that registering for the beta program does not guarantee admittance. It only puts you into the pool from which we will randomly select participants. Also, in order to participate, you must agree to our Non-Disclosure Agreement (we send ninja monkeys after you if you leak info before the NDA is lifted) and have an account in good standing.

Click here to go to the registration page and accept the terms of the NDA.

We will send you an email letting you know if you’ve been selected with all the information you need to get set up and ready to go. There will also be a link to the beta forums for you to give us your feedback.

Via EverQuest II Players – News – Article 3364

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Best Press Release Ever

By Meg | December 3, 2009

I don’t often post press releases in their entirety (and I get a bit annoyed with publicists who think I should) but I loved this one and wanted to share. The games aren’t bad, either.

Santa Claus Presents The Indie Video Games Advent Calendar 2009

Santa’s Office, North Pole (December 3, 2009) – Santa Claus announced today the indie xmas advent calendar is available for every merry indie gamer out there. Santa’s official advent calendar is featuring unique and innovate indie video games at www.indiexmas.com

The Indie games advent calendar features 24 doors, which can be opened one-by-one. Behind each door, gamers find one or more fun indie game to play, and trailers or demos to watch. Naturally, the indie advent calendar is only available in Christmas time.

When Santa was asked about the fun factor of these games, he replied with a warm “Ho ho ho!” laughter and continued eating porridge.

To follow the Santa’s official indie advent calendar, please visit www.indiexmas.com.

About Santa Claus:

Santa Claus, also known as Saint Nicholas, Father Christmas, Kris Kringle or simply “Santa”, is a legendary figure who, in many Western cultures, brings gifts to the homes of the good children during the late evening and overnight hours of Christmas Eve, December 24.

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Gender and Gaming

By Meg | November 30, 2009

As a woman gamer, I tend to focus on my own experiences feeling a bit out of the mainstream gamer culture. I realized that women gamers are not the only side subset when I met Jeb Havens (formerly of Cyberlore), and read some of his commentary as a gay gamer. But this intro post on the new Border House gaming blog shows me that there’s yet another secret subset of gamers:

Which minority groups do I belong to and why am I here? To start I wasn’t always a woman gamer, I started off as a guy gamer, well on the outside I was. I was born a boy and lived my life as a man until I was 29. I just couldn’t take it any more and had to come clean to the world that I was a woman and have always felt like one. My whole life was thrown up in the air and what came down was mostly shattered into pieces. Relationships were strained or ruined, arguments were had, and life continued only this time with me completely happy for the first time in my life.

Via The Border House

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Game Review: Cooking Mama 3

By Meg |

Game sequels are in a tough spot. Go too far from what we loved in the original, and players who loved the first game will lose interest in the second. Stick too close to the original game, though, and players feel like we’ve bought the same game in a pretty new case.

cooking-mama-3Cooking Mama 3 brings back all the usual chopping and frying fun, but adds new recipes and techniques. You’ll still use the stylus as a knife, a whisk, a rolling pin and almost any other kitchen implement as you practice cooking with Mama or prepare dishes for guests. You can also dress Mama in different paper-doll outfits, redecorate the kitchen or jazz up your picture diary, but that’s really secondary to cooking.

Translated instructions are still a bit vague, but the game isn’t too punishing for failure to understand what the arrow is telling you to do.

I could spend all day talking about the cutely addictive qualities of cooking with Mama. The stylized utensils, cartoon meat and produce, Mama’s unfailing ability to recover my burned food, and of course the fun of pretend cooking and pretend serving. Recipes come from all different cultures, with an definite Asian focus — some Western dishes are plated just like the UBC coffee menu.  Tempura and sushi offered my favorite minigames (chopping!) and prettiest final dishes.  I was especially fond of the dried-squid recipe, although the minigames were nothing special, because it reminded me of the rows of hanging squid, an everyday scene in beachside Shandong province.

CM3 has quite a few options involving de-veining shrimp, gutting salmon (slit the fish’s belly and rub the stylus over opening to clean), de-inking squid and other fish-preparation tasks that would be quite unpleasant off Mama’s pink cutting board. My kindergarten-age niece and Cooking Mama partner-in-crime found some of the seafood preparation tasks a little icky, which led to a long discussion about different cultures, and what we find gross, and why. Foreign customs through Cooking Mama! And people say games aren’t educational.

I loved CM2, so finding more of the same in CM3 was great, but there are also some new playmodes. One of the major changes in Cooking Mama 3 is a new multiplayer mode for competitive chopping, egg breaking and other prep tasks. (I often rant about technical issues interfering with game enjoyment, so it’s worth noting how fast Cooking Mama 3 found and connected with the second DS.)  There’s also a chance to make up your own recipes, using ingredients and techniques from other parts of Cooking Mama to make something new.

Cooking Mama 3 also offered a new shopping game, which sends players out to pick up ingredients without running into annoying store characters who’ll slow you down by trapping you into annoying minigames. It was uncannily like shopping in China. I enjoyed the cuteness of the supermarket  — Cooking Mama really is adorable without becoming an all-pink disaster –  but lost interest in the actual games pretty quickly, just like I did with Gardening Mama.

Overall, I found it a great new addition to the Cooking Mama series. If you liked Cooking Mama 2, and you’ve finished unlocking the recipes, rush out and pick up Cooking Mama 3!

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Beta Opp: Avalon Heroes

By Meg | November 23, 2009

From the burda:ic press release:

This is what adventurers have been waiting for: On November 25, 2009, the games publisher burda:ic will start the Closed Beta phase for the eagerly anticipated free-2-play online strategy game highlight Avalon Heroes. Starting immediately, all registered members can sign up for the one-of-a-kind Closed Beta at alaplaya.net/pages/ahcbapplication. With a little luck, this means that they will already get to marvel at the impressive skills and weapons of the game characters before the release date. Moreover, in the official Closed Beta forum at avalon.alaplaya.net/forum, players will be able to find more detailed information and share what they experienced in the game.

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BeeAppi’s CyberWord

By Meg | November 7, 2009

bee-appi

New iPhone dev studio Bee Appi officially launches their first creation today. CyberWord is a candy-colored Bejeweled-meets-Boggle, built for whiling away time on the train or in the waiting room, but with an addictive blend of  match-3 mechanics and wordplay.

“Most word games simply ask the player to look at the screen,” developer Karen Jirak says, “but CyberWord adds a more interactive dimension by asking players to touch letters, swipe words, and shake the phone.”  CyberWord offers different playmodes, each with a slightly different twist on the swap and swipe mechanic. Challenge mode asks players to create 12 words before time runs out, with increasingly difficult levels. (Try the Easy setting for a particularly niece-friendly game, Jirak used her first-grade niece as a beta tester for the simpler vocab and easier goals.) Infinite mode adds a bomb, a familiar mechanic from match-3, and Puzzle is an untimed mode, requiring players to use up all the letters on the screen without replacement letters. Although you’ll spend most of the game rearranging the bright letter tiles, CyberWord also has adorable anime-eyed creatures cheering your successes and decorating the margins, for a sweet bit of character without falling into the pink trap.

Future updates include tying CyberWord in with Facebook Connect to share scores for a competitive wordsearch element. Don’t worry if you’ve been annoyed by the status-update barrage from friends playing FarmVille or recruiting mobsters, Jirak promises players can choose how frequently to share their scores on Facebook, and sharing on Facebook isn’t a requirement for progressing in CyberWord.

The BeeAppi team is downloading and playing a wide variety of iPhone games as they consider their next project, but we can expect this to be the first of many adorable BeeAppi games.

For more on Karen, BeeAppi and CyberWord, check out my full story in the next issue of Indie Game Mag.

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What We’ve Been Talking About On ThumbGods

By Meg | November 6, 2009

I recently reviewed My Boyfriend, Women’s Murder Club:  Games of Passion, and Lost in Blue 2 for the Nintendo DS (more on Lost in Blue 2 here), as well as Mystery of Cleopatra, Tales of Monkey Island: Launch of the Screaming Narwhal, and Nancy Drew Dossier: Resorting To Danger on the computer (Not to mention hints for Resorting To Danger!). I usually take a lot of time with game reivew, but I managed to review Nancy Drew: The Mystery of the Clue-Bender Society for the DS in under 140 characters.
cluebender-reviewPS ThumbGods also got onto Facebook, and Twitter.

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Game Review: My Boyfriend

By Meg | November 4, 2009

my-boyfriend I was way too excited for the new My Boyfriend game. I anticipated all the fun of Sim dating, plus my favorite guilty pleasure (changing my avatar’s clothes every five minutes), without all that tedious eating and sleeping and meter-watching of actual Sims. I really wanted to like it. I wasn’t lying in angry-feminist wait for objectionable themes, I wanted to blog about frothy dialogue, cute outfits and imaginary boyfriends.

But it was awful.

The game opens with you and your best friend arriving at a resort full of  fun activities and hot guys! Unfortunately, the dialogue is stilted, partly because it’s EFL, and partly because I hoped for witty banter. There’s a lot of clicking ok, only “ok” is an awkward agreement. The dialogue was so awkward that I couldn’t always tell who was supposed to be an attractive possible friend and who was a mean girl to be thwarted with my killer wits. I could tell which guys were potential boyfriends, though, because the minor NPCs only had one line to say.

As you walk around the resort, white stars appear over activatable items, and you have the option to participate in different resort activities. Whether you choose to relax in the sun, rent waterskiis, or swim in the pool, you don’t play a minigame or even watch a little cutscene animation. You watch a clock tick. I’m not exaggerating. You watch a pink clock tick. Um, when does the fun start?

Other activities do involve minigames. These are activated by talking to an NPC. I’m usually a big fan of minigames (see also: all my recent hidden objects game reviews), but these minigames were awful. AWFUL. We’re talking incomprehensible directions, repetitive gameplay and bizarrely uneven difficultly levels. For Step Aerobics, you need to click the right color in the right order five times to complete level one. For Kareoke, you need to click the right color at the right time FORTY EIGHT times to complete level one. Wait, one is more difficult than the next by a factor of ten?

Your character can also experiment with makeup, but the extremely limited choices forbade either adorable looks or hilarious fashion trainwrecks. (If you think makeup doesn’t lend itself well to a videogame, check out the facial minigame in Nancy Drew Dossier: Resorting To Danger for a makeup game done right, or Sims 3 for recreational avatar decoration.)

I really wanted to like My Boyfriend, but we have to break up. This just isn’t working out.

Popularity: 14% [?]

Muzzled

By Meg |

wallace-and-gromit

Telltale Games is following up their Talk Like A Pirate Day free game with a free download of Muzzled for Wallace and Gromit’s 20th anniversary.

Via Telltale Games – Wallace & Gromit 20th Anniversary

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The Dark Side of Facebook Games

By Meg | November 3, 2009

TechCrunch has a good piece on Facebook spamming hell over at Scamville: The Social Gaming Ecosystem Of Hell. When I think of the Facebook games spamcycle, I usually think of autoinvites, and invite-500-friends-to-read-your-horoscope apps, but this goes further into the dark side of Facebook games.

Via Scamville: The Social Gaming Ecosystem Of Hell

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Mystery of Cleopatra

By Meg | October 28, 2009

Mystery of Cleopatra follows Herod’s Lost Tomb and other educational, casual games from National Geographic. In this one, you play as a trusted advisor to the queen, charged with solving a mysterious break-in at the palace.

Cleo is a gateway game,  a hidden objects game with elements of an adventure game. While there’s still a certain amount of searching, you aren’t just looking for objects for the sake of squinting at the screen, your character actually uses those items.

I’ve written before about losing interest in hidden objects play, but Cleo held my interest a bit longer with ancient scenes. Did I mention that there are Romans? I’m unable to separate my game reviews from my classicist side, and I have to admit that the later civil wars and the question of Caesarion and Octavian’s inheritance have always interested me. The story leads you through different famous places in Alexandria, like the library and the lighthouse, and touches on some of the Roman-Egyptian tensions at the time. As you click around the hidden objects screens, bits of information appear about the items you’re seeing. You’ll also come across scrolls with a paragraph or two of historical background information. (I soon found myself skimming these, but that’s mostly because I wanted to play more.)

Finding items was quite easy, since you can see silhouettes of the items you’re seeking. I found my location hints recharging much faster than I could possibly need, but of course I was playing in casual mode because I am a huge slacker I don’t like my games to scold me for pausing. At times, silhouettes of items that are used together will appear inside a jeweled circlet, and once all the parts are collected, you can make and use a new item.

The puzzles ranged from the usual reassembly of a torn-up note to really creative, clever puzzles. I particularly liked the logic puzzle to open the armaria (That’s classicist for storage box. You’re welcome.) and the code-breaking puzzle. The only disappointing puzzle was one that required players to arrange numbered scrolls. The directions were seriously confusing, it took me a long time using the red and green hints to figure out what the game was asking me to do. (If you’re stuck, it might be because “across” doesn’t mean what you think it does. )

Later in the game, your character remembers places you’ve previously visited, and you use your inventory and evidence to answer questions about them, a bit like the basic mechanic in Phoenix Wright and occasionally used in Women’s Murder Club: Games of Passion as well.

Spoiler Alert! Caesarian gets killed so Octavian can be Caesar’s undisputed heir! Wait, wrong spoiler. The real spoiler is at the end of the game when your NPC sidekick, Kathya, who’s been mostly plot exposition and historical detail so far, turns on you and tries to frame you as the murderer!  The brutal backstabs of palace life!

Overall, Cleo is an engaging Big Fish-type game with great scenery and good puzzles. And Romans.

Popularity: 14% [?]

Indie Game Mag, Issue 7

By Meg | October 20, 2009

The next issue of Indie Game Magazine is out!

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Issue 7 contains a review of Monkey Island (Episodes 1-3, not just Screaming Narwhal), my Slide Colors review, other game reviews, and new articles on indie games in general.

Via Issue 7: November / December 2009 | Indie Game Magazine.

Popularity: 15% [?]

Upcoming Cooking Mama 3: Shop & Chop!

By Meg | October 17, 2009

I’m almost embarrassed by how much I love Cooking Mama 2: Cooking With Friends, I even love when I mess up and Mama reassures me that she can fix it. And I can’t wait to play the next Cooking Mama. From the press release:

Mama is back in the kitchen whipping up 80 new recipes – including mushroom quiche, tulip chicken and more. Players use the stylus as an all-in-one cooking utensil to chop, grate, roll, slice, spread, sprinkle and more through over 200 manic mini-games. Eight gameplay modes allow them to shop for fresh ingredients, create custom culinary concoctions, compete with up to three friends in timed challenges and more. Additionally, players can send friends items they grew in Gardening Mama and use them to make meals in Cooking Mama 3: Shop & Chop!

And the screenshots look great too!
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Info via GamesPress, CookingMama.com

Popularity: 15% [?]

Game Review: Women’s Murder Club

By Meg | October 10, 2009

wmcJames Patterson’s Women’s Murder club has been a successful series of novels, a TV show and a series of casual mystery PC games before coming to the DS. The new Women’s Murder Club: Games of Passion seems designed for a casual DS gamer to tuck her into her purse, instead of a Patterson mystery novel. Most of WMC is played with the DS turned sideways, using the read-only screen to display a list of objects to find, instructions, or images to accompany the action in the interactive screen, which creates a book-like format for more of an interactive novel feel.

WMC follows the usual pattern of story cutscenes, hidden objects and minigames. The hidden objects casual adventure game is a pretty crowded genre, so it’s hard for a new game to really stand out. Probably the most unique characteristic was the James Patterson characters.  Players solve crimes and meet with the WMC ladies as Patterson’s detective Lindsay Boxer, and supporting characters with solid personalities made this more that just a reskinned HO game.

The story progresses via cutscenes and dialogue options. Players have some choices for what to say, but it was more of a quiz on recent plot events. Believable banter makes the cutscenes worth reading, and the linear storyline makes it feel like reading a novel, not being hemmed

Random side note: The mysterious Chinese markings found on the victim actually do say bu zhong, Not Loyal. My Chinese  literacy is just good enough to be completely thrilled with the developers for using real words when dramatic red scribbles would have acceptable. (It always cracks me up when I see upside-down characters or random other words.) Good work, THQ.

A lot of the game was hidden objects, whether it was tidying a crime scene or looking for clues, but this was a particularly bad HO. The small DS screen doesn’t really lend itself to searching, and players search a picture that’s larger than the screen, for maximum squinting-at-the-screen annoyance. It was also the Highlights magazine type of hidden objects, instead of the cluttered-room HO. It felt oddly childish to look for giant peace signs and lightning bolts, especially on crime scenes with mysterious dead bodies. The game does mix up the hidden objects a bit by giving players a clue instead of a list of items, but still gives the feel of an activity book more than an adventure game.

The story leads to several minigames, which were much more engaging than the picture find. When I got the Women’s Murder Club press release, I was pretty excited to see the game included a science lab minigame, and the puzzle’s gameplay didn’t disappoint.

One of the minigames was a mah-jong game, which is also accessible under an icon that says China (This character is a different zhong, an object lesson on why I am not so good at Chinese!). I usually consider mah-jong games to be computer solitaire 2.0, but I found something charming in the tiny tiles and stylus interface, and ended up playing this minigame more than I’d expected.

Women’s Murder Club: Crimes of Passion offers a solid storyline and characters from the popular novels to fans of the hidden objects mystery.

Popularity: 23% [?]

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