Marathon Monk – Demo Impressions
Marathon Monk is a running 2d platformer developed by Jesse Crafts Finch for Xbox Live Indie Games (XBLIG). Marathon Monk released February 4, 2012 on the Xbox 360 and retails for 80 msp. I played running platformers in the past, some good some bad. Some 2D platformers just don’t fit the “running” gameplay which is the case of Marathon Monk judging strictly from the demo.
The main title screen had a few menus including Press Start to Begin, Press X to Learn How to Play, Press Y For Credits and Press B to Quit. I immediately went into the Learn How to Play section and studied the controls. The buton layout via the Xbox 360 gamepad: A-jump/double jump, B-dash, X-dive kick/slide, A-climb, B-climb +dash and X-climb+slide. To make a long story short i did not like the button layout or controls for Marathon Monk. The reason being they are more suited for a game where the screen isn’t scrolling. In other words the button layout is suited for a normal 2D platformer.
Pressing button combinations while making double jumps to save your life the entire game wasn’t fun. I died alote just trying to navigate the small platforms let alone doing the button combinations to take out enemies in front of me. Now if Marathon Man was a normal 2D platformer where you can take your time and navigate the level accordingly the button layout wouldn’t even be an issue. The most complicated aspect is disposing of enemies while the screen is being pushed. If you get hit once by the enemy you have to start the level over.

The learning curve is steep with this game when it shouldn’t be. What originally made me want to play Marathon Monk was at first glance. Marathon Monk has a really good artstyle with nice texture work and a fluid animation system. The demo took place during a sunny day with trees, platforms and enemies scattered about. The visuals gave me a pleasant vibe despite the fact died alote. The music also contributed to Marathon Monk’s light hearted atmosphere.
The presentation as a whole was solid except for the running gameplay aspect. Although taking out enemies was a tough task it was fun when i succeeded. You have to slide, dive kick and slash with your Monk protagonist to defeat enemies. I know i wrote about how i died alote while traversing the demo level. There is a technique that saves your life and that is double jumping. I can’t tell you how many times i almost fell to my death only to be saved by double jumping and grabbing a ledge.
Marathon Monk does many things right. The visuals and music was good. The combat was actually decent as well. What I didn’t enjoy was the running game concept. It throws off all platforming and combat in the game making Marathon Monk not nearly as fun as it could be if it was just a normal platformer. I do respect the concept that is behind the game and its marketing regarding “running”. I must reiterate this game would be better suited without it. Thanks for reading.
Categories: Demo Impressions, Hands-On Impressions, Marathon Monk, Xbox 360, Xbox Live Indie Trial Game Tags:
MXHD – Demo Impressions
MXHD is a motocross racing game developed by JSTARLAB for Xbox Live Indie Games Marketplace . It recently released on February 3, 2012. Growing up i played motocross games in the arcades. The most impactful had to have been Excitebike. Excitebike believe it or not gave Super Mario Bros a run for its money with me back in “86″. As for MXHD, its a game thats rough around the edges but does some very important things right in my opinion.
The title screen on MXHD featured good music with a stylish picture of a motocross rider getting mad air. The main menus included: Play, Options, Purchase and Exit. Before you actually play you can pick between two different songs to listen to “Motorcrosser” and “Dirty Lifestyle”. Both tracks do fit the game’s style and atmosphere pretty good. Once you click Play you can then change Riders as well your bike’s colors. Next, I checked out the maps which includes two playable and three locked. Keep in mind I played the trial game of MXHD not the full game. Oasis was a figure 8 type track with a ramp and takes place in the middle of the desert surrounded by palm trees.
The other playable map was called Kheops which featured big structures in the background which looked like pyramids. Kheops was the more difficult of the two tracks. The non playable tracks were called Country Side, Rodeo and Saguaro. The tracks had ramps where you can do tricks in mid-air. As far as the controls go they were simple and worked pretty good. The Xbox 360 gamepad: LT-brake, RT-accelerate, X, B, A, Y- perform air tricks, Back-return to track. Controlling your bike was pretty easy. You can power-slide and turn simple enough. Performing air stunts was pretty fun i do admit. Sometimes the camera did get too far away from the action when you crash and have to re-center your bike.

MXHD does have some issues most notably i experienced a weird physics glitch and got stuck on the ramp (Oasis). I was going full speed and just stopped on the ramp at the edge. It was weird and happened once so its not a game changer. However what is a game changer is the ragdoll physics system used in MXHD. Now i admit it was fun and I laughed alote watching the crashes as i raced against 3 other CPU controlled racers. But what is up with you barely hitting a small rock slowly that sends you falling all over the place? There were quite a few times i would barely touch an object on the track and just crash. The latter was frustrating considering your in a race trying to win after 4 laps only to lose cause you hit something on the track lightly.
Despite my grips with the physics in MXHD i still consider it a good little motocross indie game. The reason being is that its plain fun. I also liked the presentation. The visuals are pretty good featuring good texture work and dirt effects as your bike skids around the dust track. MXHD ran so milky smooth and kept a solid framerate the entire time. The music was good for the game in my opinion. For the most part MXHD is a good game but does have some rough edges. If your even a little into motocross games and have a Xbox 360 i say give MXHD a try. To buy it you will have to fork over 240 MSP. Thanks for reading.
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Little Racers STREET – Demo Impresssions
Little Racers Street is a top down street racing indie game developed and published by Milkstone Studios S.L via Xbox Live Indie Games Marketplace (XBLIGM). It released January 27. 2012 on the Xbox 360. On a side note i have played games such as Raventhorne and Inflamous so i am familiar with Milkstone Studios S.L’s work. Most of there games are high quality in my opinion.
When you start up Little Racers Street your greeted to the main menu screen that breaks down into sub-menus including Quick Race, Career Mode, Upgrade to Full Game, How to Play, Settings, Extras and Exit. The controls (Xbox 360 gamepad): RT-throttle, LT-brake, LS-steer, X and B-nitro, Y-horn and A-handbrake to drift. The controls were ok. The problem was with how slippery the driving was in Little Racers Street. It seemed like my car slid alittle too much no matter how i took corners in the game. My car would fishtail easily just by braking normally around turns. As far as steering and nitro goes those worked great. Drifting using the handbrake also worked really well.
The demo was kind enough to let me play Quick Race and Career Mode. Quick Race is your standard jump in and play mode which i choose first. The track you race on in Little Racers Street demo takes place around a city railyard section. There are some basic gameplay rules that effect all game modes. Hitting walls and cars increases damage to your car. Your nitro bar refills over time automatically. The action takes place in a top down view of about 12 cars. There is alote of bumper car action going on while you race but its all fun.

The Career Mode takes a completely new dynamic regarding gameplay. If you ever played Forza or Gran Turismo’s career mode Little Racers Street has a similar albeit much smaller set-up. You can earn credits in Career Mode and buy new cars in the shop or upgrade the performance of your cars you already have. You start with and E Class car and can work your way up through the ranks to unlock higher classes. You also have a garage where you can store all of your cars. You can paint, sell and upgrade cars at your garage.
The demo gives you enough credits to buy an E Class car to race with. The Career Mode track was similar to the Quick Race track except it took place in daylight and the track was rearanged some. The Shop was accessible in the demo. There you can check out cars such as Micro, Tomathimo o.5L, Sappho 1.0L, Lion 2012 and others. There is a Challenges section under the Career Mode section of the demo where you can win credits by completing E Class races. You do have to come in first place however.
Little Racers Street is a goodlooking game. Matter of fact the entire game has a solid presentation. The atmosphere, sound design and content make this a good little indie street racing game. I must go back to the visuals, they are impressive. The lighting and weather effects were most impressive. The atmosphere does give you a street racing vibe due to the music and sound of the engines and nitro burning.
Little Racers Street is what i call a quality indie game. It can be yours for 80 MSP which does seem like a deal considering the content this game has (47 tracks and 30 cars). Thanks for reading.
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Ninja Sneaking 2 – Demo Impressions
Ninja Sneaking 2 is a 2D platformer on Xbox Live Indie Game Marketplace (XBLIGM) where sneaking and stealth are paramount. WINGLAY are the developers and publishers to this ninja inspired indie game. The game released on Xbox Live Indie Games Marketplace on January 26, 2012. WINGLAY as a developer isn’t a some new developer in my case. I have played a few of their games on XBLIGM in the past like Ninja Sneaking and Sky Ninja War. I haven’t played Ninja Recapture yet.
I guess i’ll get the formalities out of the way first. The main menu screen of Ninja Sneaking 2 has Gamestart, How to Play, Sound, Language, Release Information and Exit options. The default button layout for the Xbox 360 gamepad: D-pad/LS-move, Start-menu, RT-attack and A-jump. The controls are a mixed bag in Ninja Sneaking 2. I died so many times trying to avoid the spike section in the demo. It was as if the controls were too sensitive.
Practically everytime i thought i jumped over or around a spike i got killed. Crawling on top of walls (holding X) was great as well a useful tactic in Ninja Sneaking 2. I understand this game was designed to be a difficult platformer. I think its alittle cheap sometimes to be blunt. If you die or get caught once you have to start the stage all of way over. The story behind Ninja Sneaking 2 revolves around a red-head protagonist ninja girl sneaking into Karakuri residence to rescue Big Sister. She cannot be seen or else she will fail.

There are 3 stages and an extra Chaos stage available in the full game. It isn’t alote of content but will provide a challenge i am sure. The music is always good in WINGLAY’s games and Ninja Sneaking 2 is no different. The sound design and music gives you an old Japanese atmosphere as you infiltrate Karakuri residence. The visual artsyle is pretty much the same regarding the red-hair protagonist ninja. The bad guys look pretty much the same as well. The huge yellow flashlights always lets you know the enmies field of vision so you can avoid them.
Ninja Sneaking 2 is a 2D sneaking game. Its actually a small/simple game. You won’t see a million enemies on-screen at once. Its a methodical action game where taking your time is paramount. You must avoid every guard and every trap of every stage. It doesn’t seem easy judging from the demo in my opinion. You can sneak under some areas avoiding guards entirely. Karakuri are everywhere even under huts sometimes so you can’t always just crawl under them. Sometimes you have to crawl above them on ceilings. Crawling on ceilings is effective but stay out of any Karakuri’s light’s line of sight. There will be areas where you have to time your jumps and leap over Karakuris.
The presentation of Ninja Sneaking 2′s demo tells me its an ok game. Its a challenging platformer with little content. It did have a nice visual and music presentation and sneaking as a ninja is fun. For 80 msp Ninja Sneaking 2 can be yours. Thanks for reading.
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Ocean Drive Challenge – Demo Impressions
As a kid growing up in the “80′s” i immediately caught the Miami Vice”esque” upon starting Ocean Drive Challenge. Oh wait there’s more. Ocean Drive Challenge is a driving game that catapulted me back into the arcades where i use to play a game called Outrun. Trust me, all compliments coming from me. Nostalgia runs rampant with this Xbox Live Indie Game (XBLIG). Ocean Drive Challenge was developed and published by need1D and released January 23, 2012 via Xbox live Live Indie Games Marketplace for 80 MSP.
The main menus screen had Start Game, High Scores, Create, How To Play, Buy Game and Exit. Basically you have all the info you need and its easily navigable. The controls (Xbox 360 gamepad): LS-steer, LB-brake, RB-accelerate, A-switch gears. Simple controls and they partially didn’t matter a whole lot since the game seemed to place you on invisible rails anyways. You can steer and avoid on-coming traffic etc. Its just how the game is built, it seems like you driving on invisible rails the entire time.
You can choose between three different drivers in the full game of Ocean Challenge Drive. The demo lets you choose one driver and that is J.J. Barrom and his RD100D. Cynthia drives a Barracuda and Mr Gatlin who is a dead ringer for Gordon Gekko drives a Classic GT. Each car has its own statistics for braking, acceleration and top speed. Each character must talk to themselves differently during races also. When you start the race you can choose automatic or manual. You can also “Hide Driver Comments”. I left the comments on since i’m nosey. You can also choose if and what music you want to play. You can shuffle the music if you so choose.

Gameplay is ok. Like i said it feels like your on-rails driving the entire time. Its simplistic and feels old school. I did play through the trial a few times and finally got to the point where i had “30 seconds” until the demo stopped. As for the presentation its solid. The artstyle and visuals are good in my opinion. I liked the different settings and how they changed as you crossed checkpoints. Ocean Drive uses a vibrant color palette that makes the visuals pop out of the screen.
The game appears to have many settings like forest, downtown city, roads lined with ancient statues, canyons and a neon city. Its a really nice looking indie game on XBL. The music was good for what this indie game was about. There are a quite a few songs which adds to the overall quality of the game. Ocean Drive Challenge definitely has some nostalgia going on with it. Its presentation is solid for an indie game on XBL. And for just 80 msp it just might be a deal. Thanks for reading.
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Siege King: The Siege of Aurum – Demo Impressions
Siege King: The Siege of Aurum is an action adventure game that brings back some of my childhood memories of playing Gauntlet in the arcades. Developed and published by Ziba Games for Xbox Live Indie Games Marketplace (XBLGM). Siege King: The Siege of Aurum released on January 14, 2012.
When you first boot up the title screen you’re shown the menus Campaign, Arena, Buy Game and Exit. The title screen and menus were organized nicely. No clutter, no confusion and seamless to navigate. The controls via the Xbos 360 gamepad: LS-move, A-basic defense, B-strong attack, X-defense, Y-special, LB-use item 1, RB-use item 2 and LT-respawn (you will be doing this alote). The controls weren’t much of a problem. There are many variables and buttons all over the gamepad you have to push though. Why do i have to press a button to re-spawn? Shouldn’t that happen automatically when i die? Little stuff like that i don’t understand. As far as combat is concerned no real complaints there.
Siege King: The Siege of Aurum gives you a nice little story snippet before you start causing chaos for the Kingdom of Aurum. The story goes, long ago seven knights of Aurum were sent to collect the Gems of Antiquity (seven total gems). Only three knights actually returned with gems (3). You as a gamer must retrieve those three gems from Aurum and return them to your King. The gameplay starts out at Aurum’s sea on your boat. You immediately must siege the beach. As far as the lore goes its there at least. Its nothing special or Shakespeare (thats sarcasm btw). I do give credit for adding a story to this top down action adventure game.

Siege King: The Siege of Aurum is a class based co-op game at heart. There are four playable classes all distinct from one another. You have the Mage, Soldier, Jester and Archer. Each class does have different strengths and weaknesses and quite frankly feel different while playing. Siege King can be played either local in co-op (1-4) players or online (2-4). I wasn’t able to play any co-op in the demo but i’m sure this game is more fun playing with others. As far as the obvious presentation aspects are concerned this game is a mixed bag. The visuals are lackluster and appear blurry with a static setting. However the music is really good and the game’s overall sound design.
Gameplay is old school is some aspects with its top down co-op roots. I must say playing North Beach Garrison was at times difficult. If you get into a swarm of enemies and unable to use your special attack or magic you’re dead pretty much. Simple grunts with arrows and swords can kill you pretty easily if they surround you. If you do use your magic or special attack you can take out quite a bit of them fairly easy. Enemies drop coins which can be used to replenish supplies for your character. I do like how you have to play defense in Siege King: The Siege of Aurum. You have to protect yourself when you can. You just can’t run around the map and swing your sword at enemies all day.
Siege King: The Siege of Aurum demo was good. I do like the class system and the co-op functionality (even though i didn’t get to play co-op). There is depth regarding its gameplay and some story to keep you interested. Siege King: The Siege of Aurum retails for 240 msp. Thanks for reading.
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Lootfest: Level Design – Demo Impressions
Lootfest: Level Design is a retro style level editor game featuring zombies, RC Cars and up to 8 players for co-op action. Sounds good huh? Despite me playing practically every type of Xbox Live Indie Game featuring level editing, mining and zombies i came away somwhat impressed with Lootfest: Level Design’s trial game. Gamefarm are the developers as well the publishers of Lootfest: Level Design. It released January 14, 2012 and retails for 240 msp on Xbox Live Indie Games Marketplace. I’m thinking that 240 msp is a deal considering the depth and quality this game seems to have after playing the trial multiple times.
When you first play Lootfest: Level Design it doesn’t waste anytime in throwing you into its 8-bit visual sandbox world. The in-game menus showed: Creation Mode, Toy, Travel, Shop, Appearance, Network Settings and World 1. The button layout for the sword swinging protagonist via Xbox 360 gamepad: LS-move, RS-camera, A-sword, Back-build, Start-menu. Button layout for editing: LB-remove block, RB-add block, LT-camera mode, Start menu, RT-select, Y-undo and X-pick color. The level editor is basically two lines and a axis one is longitudinal and the other lateral.
You can move the axis up, down, left, right etc. You can pick and choose which type of material you want and where exactly you want it placed. You can stretch blocks horizontally or vertically. The level editor in Lootfest: Level Design is actually noob friendly imo. It doesn’t take long to master it. If you buy the game expect to have a relationship with the level editor. The camera lets you zoom out far enough and close enough as well so don’t worry about vision while creating. Also navigating from in-game to editing the level is seamless. Finding what you want in Lootfest: Level Design is fairly easy.

There is a in-game Shop where you can buy useful items. They sell Apple Pie (refills energy gauge from zombie attacks), RC Tank, Sword Lvl 2 and Set Spawn. All items cost coins to purchase. You get coins and hearts from killing zombies (who doesn’t love that). Speaking of zombies they do spawn up on occasion and a couple swings with the sword usually kills them. When zombies do get the better of you a message from Grampa pops up alerting you to the shop to buy some health items. I did on one occasion buy the level 2 sword but couldn’t tell a difference after killing a few zombies if it was worth it or not.
The RC Car was cool but too bad you can’t detonate it in a group of zombies or can you? The setting looks like most creation type game’s levels. Its sunny, trees everywhere etc. The visuals reminds me of Zelda when it came out back in 1987 (good old days). The sound design was good but some songs got on my nerves. However i do like how the songs were displayed in the top left of the screen and naturally rotated as your playing Lootfest. Wait let me scratch that i did like “Coding Blind” music that track gave the game a good vibe.
You can change the appearance of the sword swinging protagonist in Lootfest: Level Design. You can change his Hair Color, Skin, Facial Hair, Hat, Hat Main Color and Hat Detail Color. I think its a welcome edition. Who want’s a game with 8 players looking the exact same constructing castles together? You would get confused to who is who. Some other tidbits of note: Lootfest can be played on a Arcade Memory Stick and must be played on Xbox Live Gold to get the full experience of the game. The protagonist does not jump. This game does have 2-8 players online multiplayer co-op which has to be fun after playing the trial a few times.

One thing i really appreciated about this demo was the fact you could continue off at the world as you left. I played the trial at least five times so much appreciated Gamefarm. You can’t play multiplayer in the demo. However you can create different worlds in the demo and select them at the continue screen. For a demo Lootfest: Level Design is really good. I know its another one of those creation games but you guys should give it a go if your into these type of games. Thanks for reading.
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Trailer Park King Episode 2 – Demo Impressions
Trailer Park King Episode 2 is the continuation of the Trailer Park King series starring none other than Julian aka King. If i had to give a brief synopsis of Trailer Park King it would be that of the lighthearted comedic variety reminding me of the movie Joe Dirt. Trailer Park King Episode 2 is a action adventure game developed and published by Freelance Games for Xbox Live Indie Games Marketplace (XBLIGM). The game released today via Xbox Live 1/6/2012.
I have played Trailer Park King in trial game form. That game centered around the main protagonist King and his skirmish with Truck (the town bully). By the end of the demo Truck lays dead in King’s apartment. Needless to say King was taken by surprised but was accused nonetheless. All of it started because King took Truck’s sister out on a date. He couldn’t help himself after all he is a “connoisseur of the ladies”. Trailer Park King Episode 2 i assume picks up directly after the events of the first game where i see King in a jail cell.
The title screen had the following menus: Play, Music (on/off), Other Games, Credits and Unlock Full Game. Other Games showed a game called Starchon which looks like a space shooter. Act 1: Funeral for that Guy centers around Truck’s funeral. The beginning of the act showed King in jail surrounded by Celine (Canadian chick) and Vikki (cop). To explain the artstyle of every female character in this game would be goodlooking and voluptuous. For the most part cuscenes are shown with pictures with text underneath and voiced dialog that isn’t very good.

The girls are badgering King from his cell about how he killed Truck but magically Truck wonders in the conversation. I thought ok Truck isn’t dead, After talking with Truck you can pick one of three responses at which Truck then vocally responds accordingly. It had something to do with Zamboni (Truck’s little sister) stealing his truck. The scene ends from the jailhouse. Next your shown a “3 Days Later” text and see King waking up next to Celine. You soon learn that Truck is actually really dead.
Celine then asks Truck if he wants any Canadian beaver lol. Yea some funny sexual innuendos in Trailer Park King episode 2 thats for sure. Its funny because she then shows up with a dead beaver in her hand ready to cook. The town has been totally redesigned for Episode 2. In the first Trailer Park King the town was stacked up high. In Episode 2 the town is all horizontally set up for easy 2D side scrolling access. I personally like the design of the Trailer Park in Episode 2 much more. Some of the buildings include Big Mart, T Bar and King’s house. There is a scene with Gamer Girl (a character from the first game) where you have to do some shooting at a shooting range.
You have to shoot bottles off the heads of dummies that Nikki’s twin sister made. Aim with LS and Shoot with A. It was easy enough i scored 35 points. Gamer Girl wanted you to choose which balls (blue or black to bury with Truck. After the shhooting range scene you have to do some searching around town. You need to find something to move the frozen corpse of Truck and something to break apart the ice covering him. Trailer Park King Episode 2 has a point and click style of gameplay. You point and click on objects and doors to navigate inside buildings. I saw a sheep inside King’s apartment and rode it around outside town searching for more items.

The presentation for this indie adventure game is decent. I do like the atmosphere and writing which was funny at times. The voice actors need some work however. The artstyle used on all the characters was pretty good. The music done by Dragon Music Productions dis a good job on bringing a Joe Dirt atmosphere to Trailer Park King Episode 2. Although i never played the full versions of either games i did like Episode 2 as it features more diversity amongst its gameplay. The town structure was much better also. 80 MSP can buy you Trailer Park King Episode 2 off Xbox Live. Thanks for reading.
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Lets Get Fiscal – Demo impressions
Lets Get Fiscal is a indie fighting game by the developers who brought us Get Rich or Die Gaming (hilarious game by the way) aka Baller Industries. Lets Get Fiscal released recently December 16, 2011 via Xbox Live Indie Games Marketplace (XBLIGM). One thing i learned from playing Get Rich or Die Gaming is that any videogame developed by Baller Industries you should never take too seriously or you will miss its point.
The main menu screen had a few menus including, New Game, Controls, Buy Game and Exit. Pretty simple and straight to the point. The controls are even more straight to the point regarding Lets Get Fiscal. Xbox 360 gamepad: LS and D-pad-move, A-attack and B-jump. I must inform you that there are combo attacks that Stelven (protagonist) can perform and i might add ripped straight from Street Fighter’s most popular fighters special moves. Combo Attacks are simple to execute you just press >> A or <> A etc. The controls are effective for this hilarious 2D fighting game. Moving with the d-pad does feel weird and takes some getting used to.
The opening moments of the demo shows Stelven who is a young accountant waking up smashing his alarm clock in the process (on purpose i might add). Right off the bat i enjoyed the comicbook style cutscenes with its text floating boxes. Stelven brushes his teeth and heads to EGP where he works. The music and along with voice acting were actually good in the early goings of Lets Get Fiscal. Stelven’s boss who is a real a-hole sends Stelven to Kone & Teeboi where Stelven eventually goes ballistic from a confrontation.

What makes Lets Get Fiscal hillarious is the fact that you would never expect somebody like Stelven who looks like the typical accountant to be able to do what he does in the game. You can call it over the top wackyness i guess. Its all good either way. The visual presentation is pure 16-bit nostalgia. Totally reminds me of the Double Dragon and Bad Dudes days when i was a kid. The HUD is simplistic. It shows Steven’s health bar and the person’s name and their health in the top left corner of the screen. Next to that you see your points total and in the middle of the screen (top) you see your multiplier score.
The fighting first took place in a bar then moves on to the eventual boss fight against Teeboi and Kono. I managed to make it to them and would have defeated them if it wasn’t for the time running out on the trial version. Before the boss fight you fought groups of Bens, Nicoles, Vinnys and Butabi who are all enemies. Action was fast paced and hilarious at the same time. The sound effects and voice overs in-game were funny but often times got repetitive.
Lets Get Fiscal presents a atmosphere that doesn’t take itself seriously. Its one hilarious little fighting game with a nostalgic flare. To bad the demo doesn’t last forever. You will have to fork over 240 msp if you want the full game. Thanks for reading.
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Colonies: Neociv – Demo Impressions
Colonies: Neociv is a sci-fi action adventure game developed by Twist-EdGames.com for Xbox Live Indie Games Marketplace (XBLIG). December 17, 2011 was the release date for this sci-fi opera indie game. If there was an indie game that gave me an immediate great first impression it would be Colonies: Neociv. The dramatic opening featured nice music along with spectacular visuals that grabbed me immediately. The main menu screen featured Playtest V 11.28, Play Game (Trial Mode), Extras, Purchase Game and Quit Game. I first went into the Extras area to see what was in there and low and behold i see that Bureau Agent Kendal 2 will release early next year (awesome news). It all makes sense why Colonies: Neociv screams quality. Bureau Agent Kendal was really good in its own right created by the same devs.
The trial for Colonies Neociv actually lets you play different parts of the campaign which i thought was a nice touch from the developers. To play the campaign choose Story Mode then your difficulty. You can now choose from several areas from Colonies: Neociv’s demo. Normal Start shows a great opening cinematic cutscene with voiced narration that details the lore of Colonies: Neociv. The cutscene looked great and gave a strong space opera vibe. The opening cinematic also tells you about Neociv and how it is supposed to be the rebirth of mankind. Like a safe haven of sorts to start over. J.S Sterling was the character who was talking during the opening cinematic. He is also involved in Colonies: Neociv’s gameplay demo from time to time.

After you watch the opening cinematic involving spaceships and planets you meet the game’s protagonist in Nessa. She is woken up and is called into Greywater Training Facility which leads to the next option of the demo. Training Room is the second option you play in Colonies: Neociv’s demo. The Training area will be the first and only time you actually play the game’s shooting mechanics. What immediately took me by surprise was the fact that this game imploys cover shooting gameplay ala Gears of War. The Training Room tutorial taught me how to get in cover, shoot, explore and destroy robots. Controls: RS-aim/point and click objects, RT-shoot, A-cover and LS-move character. The controls are fine regarding gameplay.
Explore Old Power Plant is the last option that you can “jump” to in Colonies: Neociv’s demo. Like the option states your exploring an old power plant. Exploring revolves around pointng and clicking on objects. You also point and click to navigate the power plant. You cannot freely walk around in third person. You point and click to an area, then you see a cutscene of Nessa walking to the area. Midway through the power plant Nessa gets a message from an anonymous stranger warning Nessa that she is being hunted by Greywater. Most of my time in the power plant was centered around searching for Data Fragments. After finding them i then had to solve a puzzle involving them.
All three sections of Colonies: Neociv’s demo gave me different aspects of the game which leads me to my next thoughts. The game has a high quality presentation and diversity in gameplay. Its true you might not be able to run around and shoot things freely. However, the adventure aspects involving story and exploration are solid. The actual cover and shooting gameplay is decent as well. The visuals in Colonies: Neociv are some of the best i seen on XBLIGM. The lighting and texture work is top-notch. The animations could be better but good enough to not distract from the overall quality. There are many dialog text to be read and choices do seem to play a part throughout the story.

If you ever played Heavy Rain Colonies: Neociv has some of “it” in it regarding presentation. It seems dramatic and has that story driven vibe and atmosphere. I can see this game getting really good reviews in the future. I really enjoyed Bureau Agent Kendal so i wouldn’t be surprised if this game gets praised to high heaven. Thanks for reading.
Categories: Colonies: Neociv, Demo Impressions, Xbox 360, Xbox Live Indie Trial Game Tags: