Connect with us

Games

Indie Games Spotlight – Broomsticks, Killer Queens, and the Afterlife

Published

on

Indie Game Spotlight

Welcome to Indie Games Spotlight, Goomba Stomp’s biweekly column where we highlight some of the most promising upcoming independent titles. This week, spooky skeletons haunt the streets and the smell of pumpkin fills the air: October is upon us at last, bringing a slew of promising indies along with it. This issue includes everything from in-depth stories of the paranormal to some nostalgic throwbacks to some of gaming’s less appreciated past.

Indie Games Spotlight

Killer Queen Black Brings Arcade Action back to Consoles

Before the wonders of online gaming, multiplayer used to be a much more social experience. Crowded around massive arcade cabinets, players would have to compete with each other face to face if they wanted to test their skills, only being able to challenge those who were physically in the same room with them. Now, Killer Queen Black looks to hearken back to those golden days of social gaming with its upcoming release on Switch and PC.

Its multiplayer focus is only fitting, considering that it was built for arcades from the very beginning. It boasts of hectic 4v4 action, in which three players are tasked with protecting their team’s Queen: whichever team kills their opponents’ Queen three times takes the victory. Of course, local couch co-op is the game’s signature mode, although it also offers wireless local multiplayer for sessions with multiple handheld Switches for complete eight player matches. It comes complete with a slew of leaderboards and ranking systems to incentivize you to keep coming back. It’s not long before the hive war breaks out on October 11, with a release on Xbox One to follow later.

AfterParty Game

Afterparty – One Hell of a Night

Not all parties are as fun as they should be. If your party isn’t going as well as it should, you might feel like you’re in Hell – and that’s the exact premise behind Afterparty, the latest game from Night School, creators of 2015’s indie hit Oxenfree.

Afterparty begins when the recently deceased friends Lola and Milo find themselves trapped in Hell. Hope may seem lost in the face of such eternal damnation, but they soon find a loophole: if they can outdrink Satan himself, they’ll regain their freedom and return to the land of the living.

Oxenfree was remarkable for its deep dialogue system, and that mechanic returns in full force in Afterparty, with the ability to engage in dynamic conversation with many of the underworld’s most outlandish denizens. This is all on top of other side activities like ping pong, beer pong, and more – as one does while awaiting eternal damnation. It should be one to watch out for when it hits PC, PS4, and Xbox One on October 29. Switch fans will have to wait a bit longer, with a release on Nintendo’s console coming in the next few months.

Stela Game

Stela Brings Shadows to Life

As fiends run rampant in the haunted season of October, there’s no telling what’s lurking in the shadows. This is the core idea of Stela, a stylish cinematic adventure about a young woman roaming a ravaged world while fleeing from the clutches of horrific creatures called “Shadows.”

At first glance, Stela looks like it might one of “those” indie games: the ones that try to follow in the steps of Journey or Inside to create an emotional experience yet ultimately don’t provide any meaningful gameplay experience. However, given the pedigree of its development, Stela shows some true potential. It’s developed by SkyBox Labs, a studio that is also helping out with the development of a little game called Halo Infinite. The idea of these developers bringing their AAA sensibilities to a decidedly smaller project like Stela certainly bodes well for this new title.

It’s already showing a great sense of atmosphere from early footage and trailers, and with the promise of “massive puzzles” and exploration, it could be a worthwhile product for fans of more meditative games. It releases for Xbox One on October 17, with an Apple Arcade edition arriving “in the coming weeks” and a PC release following in the first quarter of 2020.

Broomstick-League-Game

Broomstick League – Derivative Multiplayer Mayhem

With October being the spookiest season of the year, it won’t be hard to find witches and broomsticks on every corner. Thus, it only makes sense that one of this month’s highlights is Broomstick League, a competitive multiplayer romp all about challenging your friends over magical mastery of the broomstick.

Players split up into teams and fly across massive stadiums to win a magical golden orb, firing off plenty of magical spells to gain the competitive edge all the while. This premise may bear more than a little similarity to a Harry Potter game of Quidditch, but as Charles Caleb Colton once said, “Imitation is the greatest form of flattery.” It should be a fun excursion once it releases on Steam early access “soon.”

Sublevel Zero Redux Calls Back to Forgotten Classics

If there’s one thing that many indies do well, it’s calling back to the history of gaming. Plenty of indies have tried to reconnect with some of gaming’s most iconic classic franchises: so many have taken heavy inspiration from the classic gameplay formulas of Zelda, Mega Man, Castlevania, and more. But amidst all these traditions represented in indie games, not as many have channeled the classic first-person maze shooter style of games like Descent or Forsaken. Sublevel Zero Redux aims to change that.

First released on PS4, Xbox One, and PC a few years back, this revival of the first-person six degree shooter is coming to Switch. It features everything that made its forebears so memorable back in the 90s: gravity-defying aerial combat, massive procedurally generated environments to explore, and old-school difficulty. Perhaps best of all, this new Switch release includes gyro aiming, allowing for a greater degree of firing precision than was otherwise possible. For those looking for a callback to one of the more underappreciated facets of gaming history, Sublevel Zero Redux should do the trick when it hits Switch on October 15.

Campbell's a writer and English student at the University of Texas at Austin. An unabashed Nintendo nerd, the only thing that can tear him away from his Switch is the thought of all the dusty old books in the libraries on campus.

Click to comment

Leave a Reply

Your email address will not be published. Required fields are marked *

Advertisement

Games

Best Video Game Soundtracks 2019

Published

on

Best Video Game Soundtracks 2019

Best Video Game Soundtracks 2019Awesome Mixtape Vol. 5

It’s that time once again in which I bring to you my awesome mixtape featuring the best tracks from the best video game soundtracks of the year. Last year, my mixtape featured tracks from Triple-A titles such as Red Dead Redemption 2 and indie darlings like Celeste. In 2017, my picks for best soundtracks included tracks from some of my favorite games including Cuphead, Breath of the Wild and Into the Woods, to name just a few. Well, 2019 has been another banner year for the industry and as always, the games were blessed with an astounding selection of musical scores— some would argue the soundtracks were even better than the actual games at times. As always, it wasn’t easy deciding which songs to include and what to leave out— and as always, I’ve also mixed in some audio clips from various cut scenes while trying to keep it spoiler-free. Feel free to share this link and let me know if you think I’ve missed any great soundtracks in the comments below.

Best Video Game Soundtracks 2019 Playlist

Death Stranding clip
Death Stranding
: Low Roar – “I’ll Keep Coming”
Life Is Strange 2 clip
Life is Strange 2: Seyr – “Colour To Colour”
Life is Strange 2: Jonathan Morali – “Into the Woods”
Life Is Strange 2 clip
Sayonara Wild Hearts: Daniel Olsen – “Sayonara Wild Heart”
Sayonara Wild Hearts: Daniel Olsen – “Wild Hearts Never Die”
Death Stranding: CHVRCHES – “Death Stranding”
Afterparty clip
Untitled Goose Game – Dan Golding – “Title and Credits”
Afterparty: scntfc – “Hades Gonna Hate”
Afterparty: scntfc – “Schoolyard Strangler”
Untitled Goose Game – Dan Golding – “The Garden”
Octopath Traveler: Yasunori Nishiki – Main Theme
Octopath Traveler: Yasunori Nishiki – Cyrus the Scholar
Kingdom Hearts 3 clip
Fire Emblem Three Houses clip
Fire Emblem Three Houses: Yuka Tsujiyoko, Hirokazu Tanaka – “Main Theme”
Fire Emblem Three Houses: Yuka Tsujiyoko, Hirokazu Tanaka – “Blue Skies and a Battle”
Devil May Cry 5 clip
Devil May Cry 5: Kota Suzuki – “Urizen Boss Battle Music”
Untitled Goose Game – Dan Golding – “The Garden”
FAR: Lone Sails: Joel Schoch – “Colored Engine”
Days Gone: Nathan Whitehead— “Soldier’s Eye”
Death Stranding: Low Roar – “Easy Way Out”
Death Stranding clip
Death Stranding: Low Roar – “Easy Way Out”
Metro Exodus: Alexey Omelchuk – “Main Theme”
Resident Evil 2 Remake clip
Resident Evil 2 Remake: Masami Ueda, Shusaku Uchiyama, Shun Nishigaki – “Mr.X Theme Music (T-103)”
Sayonara Wild Hearts: Daniel Olsen – “Begin Again”
Life is Strange 2: Lincoln Grounds, Pat Reyford – “Morning Good Morning”
Life is Strange 2: Sufjan Stevens – “Death With Dignity”
Luigi’s Mansion 3 clip
Luigi’s Mansion 3: Koji Kondo – “Main Theme”
Ape Out: Matt Boch – “Intro”
Deltarune: Toby Fox – “Field of Hopes and Dreams”
Return of the Obra Dinn: Lucas Pope – “Loose Cargo”
“Star Wars: Imperial March” Hip Hop Remix
Star Wars Jedi: Fallen Order: John Williams and the London Symphony Orchestra
Death Stranding: Silent Poets – “Asylum for The Feeling”
Catherine: Full Body: Shoji Meguro – “Tomorrow”
The Legend of Zelda: Link’s Awakening: Koji Kondo – “Marin’s Ballad of the Windfish”
Metro Exodus – Alexey Omelchuk: “Teardrops”
Sekiro: Yuka Kitamura – “Ashina Reservoir”
Return of the Obra Dinn: Lucas Pope – “The Doom”
Medley: Eye of Death / Wild Hearts Never Die / Dragon Heart / Clair De Lune

Continue Reading

Game Reviews

‘New Super Lucky’s Tale’ is Polished, Pleasing Platforming

Published

on

Streamlined, focused, and tons of fun, New Super Lucky’s Tale is a fantastic reworking for the Switch that absolutely nails the lighter side of Nintendo-style 3D platforming. Tight controls and a nearly flawless camera support running and jumping challenges which more often than not emphasize creativity over complexity, and it’s all set against a colorful, pun-filled, charming world full of quirky characters and light satire. Though the experience is not as epic or razzle-dazzle as something like Super Mario Odyssey, developer Playful has wisely trimmed the collect-a-thon fat that so many others in the genre employ in order to pad play time. The result lasts long enough to satisfy, yet also instills a fervent desire to see more adventures from its fearless, furry hero.

New Super Lucky's Tale carnival

In the fine tradition of its gaming ancestors dating back to the N64 days, the basics of New Super Lucky’s Tale revolve around acquiring arbitrary objects sprinkled through various stages in order to unlock doors and move on to the next area. This time it’s pages from the mystical Book of Ages, which contains the power to travel between worlds, and is the endgame of an nefarious cat sorcerer named Jinx and his gang of cartoonish thugs, the Kitty Litter. As part of a secret organization sworn to defending this kiddie-friendly Necronomicon knockoff, it’s up to Lucky to track down as many of these clover-embossed pages as he possibly can, and hopefully complete the book before his nemesis can get his claws on it.

It’s doubtful that the story will be what compels most players to keep going, and to that end, New Super Lucky’s Tale‘s simple setup also fits right in with its genre brethren. Still, Lucky is an amiable and upbeat fox to follow around, and Playful does an excellent job of surrounding him with a cast of gibberish-spouting weirdo goofballs that includes hayseed grub worms, supremely zen Yetis, loyal rock golems, and slick carny ghosts. Though their dialogue does little to drive any sort of narrative, it is endlessly amusing and often witty in its cheesy wordplay. In other words, the writing has a very Nintendo-like feel in its eccentricities that adds to the overall fun.

New Super Lucky's Tale factory

Those jokes would be less endearing without fantastic gameplay, but New Super Lucky’s Tale delivers some of the best running and jumping this side of Mario. Though this fabulous fox can’t quite match the plumber’s precision, Lucky does feel extremely responsive, and has a nice sense of weight and momentum that never feels out of control. He also comes out of the den with a well-rounded moveset, including a nifty double jump, a swishy tail (a la Mario’s spin punch), and the ability to burrow under ground. These moves can be chained together to create a satisfying flow both when exploring 3D stages and side-scrolling ones alike, and will surely inspire players to use them in creative ways in order to access seemingly out-of-reach spots.

And they’ll have to if they want to find all four pages hidden in each stage. New Super Lucky’s Tale requires a bare minimum of these leaflets to be found (and simply beating the stage merits one as a reward), but it’s in rooting around those nooks and crannies where much of the fun lies, and it gives the developer a chance to squeeze every ounce out of the unique mixture of environments they’ve created. From the assorted carnival games of a haunted amusement park to a beach party dance-off, there are a surprising amount of different things for Lucky (and players) to do here, with hardly any two stages ever feeling alike. One 3D level might task Lucky with casually exploring a farm as he gathers up the members of country jug band, while a side-scrolling obstacle course sees him dodging canon fire from an airship piloted by a feline Napolean. Some stages have a platforming bent, while others emphasize searching out secrets tucked away in mini puzzles.

New Super Lucky's Tale farm

It’s an absolutely delightful mix, and that sheer variety keeps New Super Lucky’s Tale fresh all the way through to the epic battle with fat cat Jinx himself. And though platforming veterans might find the overall challenge a bit too much on the friendly side, a few of the later bosses and and bonus stages may make that 100% goal a little tougher than it at first seems. And yet, it’s hard not to want to go back to incomplete stages or that block-pushing puzzle that stumped the first time around; the brisk pace and clever design will likely compel many players to find every scrap of paper out there.

No, Lucky isn’t the second coming of Mario, but there are few 3D platformers that offer such a polished, concise, joyful experience as New Super Lucky’s Tale. It may have taken a couple of efforts to get there (and for those who have played the original Super Lucky’s Tale, levels and bosses have been reworked here), but Playful has nailed a balance between creativity and efficiency that begs for more. 

Continue Reading

Games

How Do ‘Pokemon Sword and Shield’s’ Max Raid Battles Measure Up?

Max Raid Battles are one of Pokemon Sword and Shield’s premier new features. Do they live up to their full potential? Let’s find out.

Published

on

max raid battles

One of the most heavily promoted new features of Pokémon Sword and Shield have been their Max Raid Battles. These gargantuan fights are both a key part of the online experience and likely the first taste most players will get of Dynamaxed Pokémon in-game. So, how’d this take on Pokémon Go’s raid system pan out in the series’ first mainline entry on console?

Well, on the plus side, getting into the thick of a raid is super straightforward. After the opening hour or two, players are introduced to the Wild Area and can access Max Raid Battles straight away by walking up to a pillar of red light on the field. From there you can invite others, challenge the raid with NPCs, and choose which Pokémon you want to use.

Real Friends Raid Together

Playing with friends online, though, is a bit more convoluted. There’s no “Invite Friends” option to be seen. Instead, all social features are handled through the Y-comm (literally accessed by pressing the Y button). It’s here that players can Link Trade, Link Battle, exchange player cards, and more.

After actively connecting to the internet–which has to be done each play session and each time the Switch is put into sleep mode–it’s up to the host of the match to find a portal and send an invitation to everyone. A notification will pop for friends on the side of the screen, and then it’s up to everyone to join the match directly through the Y-comm interface.

If players want real people to fill in any remaining slots (all raids are four-person affairs), they’ll need to join before the room fills up. Setting a Link Code avoids this hassle by creating a room but, unlike Salmon Run in Splatoon 2, only computer players can fill remaining spots after friends finish joining this way.

After some experimenting and fudding about, my buddy and I were able to hop into matches fairly quickly without much issue. Nonetheless, it’s hard to shake the feeling that creating friend lobbies is only such a headache because it had to be tied to the Y-comm. Pair this with the fact that battling while waiting for a friend to create a room can cause the notification not to pop, and getting a group together is a bit more painful than it should be.

Max Raid Battle Rundown

The raids themselves are a surprisingly engaging twist on the classic Pokémon battle formula. Groups of four challengers work together to take on a Dynamaxed raid boss. Each raid boss has a different star rating, and even the 1-star battles are no joke the first few times around. These boss Pokémon are merciless, and regularly one-shot lower leveled ‘mons with ease.

To combat these monstrous foes, one random trainer in every group is granted the ability to Dynamax their chosen Pokémon and lead the charge. The Dynamaxed Pokémon gets the benefit of having extra-powerful moves and increased HP, though it’s rather disappointing that there only seems to be one Max Move per move type (one Grass move, one Dark move, and so on). Each of these has a secondary effect on the battlefield; some trigger sandstorms, others trigger a health regeneration field that heals everyone a bit each turn. Regular moves with type advantages deal a significant chunk of damage, but it’s Max Moves that can truly turn the tide of battle.

If one of the group’s Pokémon faints, that trainer has to sit out for a turn before it automatically gets revived (a smart design choice to keep all trainers actively involved). However, the fainting of each Pokémon triggers the storm above to become more and more vicious. After four faints or ten turns, everyone is booted out of the raid sans rewards.

max raid battles

The Fruits of Victory

Two of the easiest ways to better your odds are 1) Choose a Pokémon with a type advantage going into battle, and 2) Manage who Dynamaxes when. Each trainer’s Dynamax meter grows periodically and, though only one trainer can use it at a time, multiple players can activate it over the course of a raid. It also seems like each raid’s star rating is tied directly to the raid boss’ level, so bringing a generally powerful Pokémon to a lower-level raid is another viable strategy for success.

Aside from the chance to capture the raid boss itself (and some Pokémon are Max Raid Battle-exclusive), winning a raid nets players some very worthwhile rewards. These include everything from EXP candies and berries to nuggets and TMs. It’s not so much of a haul that it hurts the overall balance of the game, but there’s enough to make getting a few friends together and grinding raids for a couple of hours worth it.

max raid battles

Though Max Raid Battles are just a small part of the overall Sword and Shield package, they’ve ended up being a rather fun take on Pokémon’s traditional multiplayer offerings. For as unnecessarily complicated as playing with friends is, there are also a few cool ideas here, like being able to join a raid from anywhere on the map as long as the host is at the raid pillar. There’s some good fun to be had here if you prefer to battle alongside your friends instead of against them.

Continue Reading

Trending