Showing posts with label indie. Show all posts
Showing posts with label indie. Show all posts

Fez - First Impressions

November 12, 2013




Gomez is a 2D creature living in a 2D world. Or is he? When the existence of a mysterious 3rd dimension is revealed to him, Gomez is sent out on a journey that will take him to the very end of time and space. Use your ability to navigate 3D structures from 4 distinct classic 2D perspectives. Explore a serene and beautiful open-ended world full of secrets, puzzles and hidden treasures. Unearth the mysteries of the past and discover the truth about reality and perception. Change your perspective and look at the world in a different way.




Fez is not for the faint of heart. You will be challenged to really observe your surroundings and apply what you’ve learned to achieve the games many secrets.

Starting Fez up for the first time is evocative. I grew up on a steady diet of 8-bit games and they hold a lot of nostalgic charm for me. When I see what Phil Fish has done with the design of the landscape, architecture and creatures inhabiting that space it not only brings back good memories, it puts forward a fresh perspective by adding the ability to flip around and play with a third dimension in what would only be a 2 dimensional world.




How am I feeling a few hours into Fez? Frustrated, yet determined. I want to see everything, experience everything, complete everything. The puzzles can be quite maddening and the map feels like a spiderweb, but I’m sure I’ll figure it out. To be completely honest, I’ve started looking up help on the internet, namely the alphabet and the numbers and from there I’m piecing the puzzles together myself. As I shut the game off Sunday morning I made a mental note to have a pen and paper beside me next time I play so I don’t miss anything and can refer to them to find secrets.

Taking notes? How foreign, and intriguing. It brings us back to how it felt before there were internet cheats feels like it did back in the day when there was no internet cheats to help you out. You had to figure out things for yourself or shell out money for the game guide provided by the company. I remember, years later, opening up old game cases and finding folded up notes scribbled out so I could progress in any given game. I am determined to figure out as much as I can by myself so now, armed with my notebook and pen, I am ready for the rest of Fez!

To be continued...

Dead Pixels - The First 30 Minutes

September 24, 2013


Hello and welcome to an introductory 30 minute look at Dead Pixels. This is not a review, this is a first impression for you, the viewer, to get an idea of what this game has in store for you should you choose to purchase and play it for yourself.

Dead Pixels is an independent action video game, developed and published by CSR-Studios.

When the dead start walking, it’s time to run.

A toxic waste spill finds its way into the water supply, causing the deceased to rise from their graves. Now it's up to you to blast your way through the hordes of undead if you're going to escape the city. On the way to your rescue, you'll search stores and houses for supplies, and trade with other survivors. With three game modes, hundreds of items, weapons and grenades, and a city that is never the same twice, there is always something new hiding round the corner in Dead Pixels.


You can find out more about Dead Pixels here.

Dead Pixels is also available via Steam.

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Anodyne - The First 30 Minutes

September 4, 2013


Hello and welcome to an introductory 30 minute look at Anodyne. This is not a review, this is a first impression for you, the viewer, to get an idea of what this game has in store for you should you choose to purchase and play it for yourself.

Anodyne is a pixelated retro-style action adventure video game developed and published by Sean Hogan and Jonathan Kittaka. The player experiences the subconscious of the protagonist, Young; exploring and fighting the way through nature, urban and abstract themed landscapes and dungeons.

You can find out more about Anodyne and purchase it here.

If you like this video please support me by subscribing to this blog and my YouTube Channel.

Little Inferno - The First 30 Minutes

August 30, 2013

Hello and welcome to an introductory 30 minute look at Little Inferno. This is not a review, this is a first impression for you, the viewer, to get an idea of what this game has in store for you should you choose to purchase and play it for yourself.

Little Inferno is an independent casual adventure game developed and published by The Tomorrow Corporation for Microsoft Windows, OS X and Linux.

Congratulations on your new Little Inferno Entertainment Fireplace! Throw your toys into your fire, and play with them as they burn. Stay warm in there. It's getting cold outside! Burn flaming logs, screaming robots, credit cards, batteries, exploding fish, unstable nuclear devices, and tiny galaxies. An adventure that takes place almost entirely in front of a fireplace - about looking up up up out of the chimney, and the cold world just on the other side of the wall.

What could be so appealing about a game focused on burning items within your fireplace? This game goes far beyond pyromaniac tendencies, try it out!

You can find out more about Little Inferno or purchase it here. Little Inferno is also available via Steam.

If you like this video please support me by subscribing to this blog and my YouTube channel.

Gone Home - The First 30 Minutes

August 27, 2013

Hello and welcome to an introductory 30 minute look at Gone Home. This is not a review, this is a first impression for you, the viewer, to get an idea of what this game has in store for you should you choose to purchase and play it for yourself.

Gone Home is an independent exploration video game developed and published by The Fullbright Company for Microsoft Windows, OS X and Linux. It focuses on the homecoming of your character, Katie, after a year abroad. Met with an empty, seemingly hastily abandoned house on a stormy night, you are compelled to explore and discover what happened and where your family went.

You can find out more about Gone Home or purchase it here.
Gone Home is also available via Steam.

If you like this video please support me by subscribing to this blog and my YouTube channel.

Closure review

March 9, 2013

Closure is a unique independent puzzle/platformer video game developed by programmer Tyler Glaiel and artist Jon Schubbe, with music and sound by Chris Rhyne, that focuses on the concept of light and dark.

Closure conceals a dark world where landscapes and objects only exist when and where the light touches. The gameplay mechanics focus on maneuvering light sources (fixed lamps and light orbs the player can carry) to phase objects in and out and therefore manipulate the environment for platforming. Due to real-time lighting of each level, there can be various solutions to get from point A to B. Keep in mind: if it can't be seen, it doesn't exist. It's possible to jump through walls and fall through floors, push boxes through walls, or drop a key through floors and walls to get to the door; just add or remove light.

The main playable character is an amorphous being who explores the stories of three human characters; a factory worker struggling to escape a decrepit factory, a young woman traveling through a murky forest to reunite body and soul after a horrific car crash, and a little girl who leaves the comfort and safety of her home to chase a black cat through an abandoned carnival. Of course, these are my interpretations, many players have speculated what the plot of this game could be. Based on the title of the game I assume each character is seeking “closure”. Although the developers may have a specific plot in mind, I believe they have left a great deal open to your interpretation.

Each individual's story consists of twenty four levels that can be accessed through unique doors within surreal central hubs, with ten additional levels designated to the amorphous being. The objective is to travel from the start of each level to a door, some doors require keys or light sources to open. If the player reaches a dead-end in a puzzle, they can push the R key (PC) or Select button (console) to reset the level. I found myself in several trial and error situations where I had to learn from experience, resetting the level more than once (or dying by falling through the non-existent floor, that happened a lot). A special ending is awarded to those players that also manage to collect thirty silver moths hidden throughout the game.




I really enjoy unique games that challenge players to think. Closure is extremely thought provoking, albeit sometimes extremely frustrating. The art design is hauntingly beautiful in black and white with gorgeous well-placed luminesce. The ambience reminded me very strongly of something born from Tim Burton's mind. Bottom line, I loved illuminating the surroundings and devolving ways to reach the door and better still, the plot behind each character.

Check out "The First 60 Minutes of Closure"


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At this time, the game does not have the ability to start over from the main menu. I've written a detailed walkthrough of how to start a new game here.