Linux

Xong

Type:
Free Download
Developer:
David O'Toole
Suggested By:
dto1138

Xong is an odd and idiosyncratic munge of a Rogue-like, a level-based puzzle game, and an Arkanoid clone. It's Rogue-like, in that it's an ASCII graphics game with procedurally-generated levels, but the actual gameplay is puzzle solving with Breakout-like aspects.


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Planet M.U.L.E.

Type:
Free Download
Developer:
Turborilla

Dani Bunten Berry was, along with Chris Crawford and Will Wright, one of the giants of the early days of computer games in the United States. Her work was, throughout his (later her) career, motivated by the idea that games should be social activities; as she put it, "No one ever said on their deathbed, 'I wish I had spent more time alone with my computer.'" This despite the fact that she worked in an era when multiplayer games were hard; her Modem Wars was the first commercially released head-to-head computer games to support online play, published at a time when only a small portion of PC owners had modems.


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Walker & Silhouette

Click any keyword

Type:
Interactive Fiction
Developer:
C. E. J. Pacian

Walker and Silhouette used to be antagonists. He's a police detective; she's a criminal of sorts, though it seems that most of her crimes were expressions of social subversiveness, rather than anything too hard-core. Now, of course, they solve crimes.

Walker & Silhouette is designed to be friendly to novice players, and in particular to get around some of the challenges of parser-based IF: instead of requiring the player to type full commands, it provides keywords that can be typed in or (on interpreters that support hyperlinks) just clicked on. Selecting a keyword means having the protagonist do whatever he (or she -- you play both characters during the game) thinks is the most reasonable action applying to that object at the moment.

Most objects don't get picked up, either, which means that the player has a fairly static inventory. And movement is limited to using the leave keyword when it becomes available -- which means that there's no map to keep track of and no compass directions to memorize. There are even some achievements to unlock, which is cute, a borrowing of game tropes decidedly alien to standard IF.

As one might expect, the keyword-dependency narrows the puzzle range of Walker & Silhouette: any given thing is only useful in one way at one time. It's not completely without challenge, though. It soon becomes evident that puzzle solutions are about interacting with objects in the right order, or timed to coincide right with external events.

I'm describing this keyword-based IF as though it were a novelty. It isn't: people have been playing with variations on this idea for a long time, because it offers obvious advantages to players who find the regular IF parser too frustrating or challenging to learn. Adventures of Helpfulman used clickable keyword-driven conversation back in 1999; in 2007, Ferrous Ring explored the possibility of giving the player multiple modes of play, ranging from the standard parser through keyword play to a system that would more or less play the game for you, so you could read it like a book. There are others. But unless you've followed the IF community and its competitions very closely, you probably haven't heard of those games, and that's largely because they didn't entirely work. Some of that has to do with writing (Ferrous Ring was deeply surreal, so it was hard to figure out what was going on), but some of it was because the authors hadn't given enough thought to how a keyword-based system might be fundamentally different to interact with from a parsed-command system.

More recently, Blue Lacuna offered a partially keyword-based system: it was possible to play quite a lot of the game typing only one-word commands to examine things or move from place to place, resorting to the fuller commands at the parser only for extraordinary actions. But it tended more or less to fall back on the parser when puzzle content was needed; whereas Walker & Silhouette really commits to the idea that the keywords are going to suffice for all gameplay. And they do.

In spite of that, W&S is not quite the same as a hypertext story, and not just because the world model has more state than the average hypertext story tracks. There is still a command prompt, and if you want to, you can type commands in classic IF style. It's not necessary to do that in order to win, and most of the time it won't be productive of anything important, but there are occasionally moments when I wanted to toy with the characters by suggesting actions that they aren't consciously considering. And this paid off: the game responded as though the protagonist was surprised by an unanticipated nudge from the id, often with rather entertaining text.

All this about interface and I haven't talked about the content. Walker & Silhouette is pleasing for some of the same reasons that Gun Mute is pleasing. Pacian likes to take a setting that you think you understand (the old west, early 20th-century England) and then add layers of worldbuilding that make that setting strange and new again. Each new scene brings twists not only for the mystery in the foreground, the one the protagonists are trying to solve, but for the mystery in the background about what kind of a world this is.

I am not describing the setting at all, because one of the constant pleasures of the game, for me, was in discovering that this world contained Surprising Element X... and that Walker and Silhouette considered Element X commonplace. The keyword system helps out with that effect, too, because it allows the protagonists to act on their world knowledge in situations where the player might not completely understand what's going on. If that sounds like a demerit, trust me: in this game it generally works.

Add to that a light romance and a theme about promoting gender equality, and you have a distinctively Pacian-esque piece. It's fun, adventurous, and not too hard; it feels like enjoyable fluff while you're playing, but after you're done you may find it leaves more of an impression than you expected.


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Doom, The Roguelike

This Isn't Your Dad's Roguelike

Type:
Free Download
Developer:
Kornell Kisielewicz
Suggested By:
beboped

I'll say right off the bat that this game is awesome, and if you don't download and love it I'll think less of you as a person. But I digress. Ahem, every nerd's gotta grow up someday. In time superhero comics transmute to Alan Moore graphic novels, and after a while DBZ VHSs metamorph into Evangelion DVDs. Today I'm going to ask you to take the next leap, the next step in your nerd evolution: play a Rogue-like. It sounds daunting, I know, I've been there. I tried playing Nethack when I was a lad of 15 and I just got baffled. There weren't any graphics to speak of, I died roughly every minute, and there were ten different ways to drop your items. Shit got confusing. I felt there was something amazing lurking underneath though, so ever since Derek Yu popped my procedurally-generated cherry with his little cave game I've been wanting a Rogue-like fix. DoomRL admirably fills this role, and is a perfect introduction to the genre. Instead of twiddling your thumbs and waiting to pay your Activision-Blizzard overlords for a re-skinned Diablo II, play this thing.


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Machinarium

Czech Animation in a Graphic Adventure

Type:
Other
Developer:
Amanita Design

Amanita Design is well known form its delightful Samorost games, which are free; with Machinarium, they've basically taken the aesthetic of those games, produced a much larger one (about six hours of gameplay), and are offering it for sale, along with a playable Flash demo that's an excellent little game in its own right.


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GunFu Deadlands

Clint Eastwood With Bullet-Time

Type:
Free Download
Developer:
Christiaan Jansen

This here game's about old-time shootouts, and it's a hoot. Your protagonist (who I assume is the Man with No Name from those Sergio Leone spaghetti westerns) is tasked with shooting his way through a mess of enemies, and it ain't easy. They outnumber you, have spiffy AI, and are deadly shots to boot. Thankfully your cowboy has learned to tap into the Matrix and use bullet time, so that evens the odds a bit. Expect some exhilarating gunfights. Add in delightfully chunky graphics and some twangy MIDI guitar and you've got a game that has the cowboy-punk charm of the Meat Puppets. Yeehaw?


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Brutal Mario

ROM Hack as Retrospective

Type:
Mod
System Requirements:
Super Nintendo Emulator, ROM Patcher, A Computer of Some Sort
Developer:
Carol

I should probably be ashamed of myself, but I'm having too much fun. I still have a couple of medals to earn in RunMan, and I've been skimping on my Spelunky sessions. I tried to rekindle my old friendships with Fallout 2, Deus Ex, and Alpha Centauri but I can't seem to find the time. I've got tons of games at my disposal, but whenever I get free time I turn to this unassuming ROM hack of Super Mario World. You probably think I'm crazy but hear me out, because this game is a fucking masterpiece. Brutal Mario is the Cowboy Bebop or Tarantino flick of platformers, take your pick. Either way its a masterful blend of Nintendo's best, and if you have any fond memories of the SNES era you shouldn't miss it. If the above seems like hyperbole, just check out the screenshot there. That's a boss fight with Mammon Machine from Chrono Trigger. I rest my case.


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Little Space Duo

Platform Puzzler

Type:
Shareware
Developer:
Jugilus
Suggested By:
Jugival

There's nothing hugely innovative about Little Space Duo, but it is a nicely polished little platform puzzler with a fairly intricate puzzle and level design, reminiscent in some ways of Mr. Robot.


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BOH

Tense Overhead Shooter

Type:
Demo Download
Developer:
Simone Bevilacqua
Suggested By:
saimo

The links section up there only lets me provide four links (my bad), so here's the Amiga demo, should you actually want it.

It may not surprise you to know that I look at a lot of indie games, and that a great may I spend only a few minutes with, because life is too short. Those are the ones that don't normally get reviewed here. Going into BOH, I expected it to be like that. Way retro graphics, manual with lots of widgets in it, ugly website, 3D overhead shooter, a genre done to death many years ago, and Amiga support, forsooth! Should be a quick no.

And then I found myself on the fifth level.


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The King of Shreds and Patches

(Don't) Look Away

Type:
Interactive Fiction
Developer:
Jimmy Maher

Here's what's great about a Call of Cthulhu interactive fiction: you can peer at the unspeakable evils, go mad, be sent to a lunatic asylum, and gruesomely die as often as you want -- and then UNDO to play on, your protagonist unsullied by madness while the player has seen into the abyss over and over.

The King of Shreds and Patches is Jimmy Maher's adaptation of a Call of Cthulhu module by Justin Tynes, and created with the permission of Chaosium. It's interactive fiction, but IF bolstered by atypical extras: a graphical map that develops during play, a goal-tracking system that keeps track of what you're supposed to be working on at the moment, and context-based hints. A characteristic it shares with some other very recent releases -- notably Aaron Reed's massive Blue Lacuna -- is its willingness to adopt gameplay conventions from other forms of gaming in order to make play more accessible to people who haven't spent their whole lives playing IF.

In other formal respects, The King of Shreds and Patches is notable not so much for any specific features as for its scope, solidity, and ability to pull together many already-known IF virtues. There's extensive conversation, and (more surprisingly) combat; not randomized fight scenes, but combat puzzles of the sort where there are multiple ways to block or disarm the opponent but you only have a few moves to think of one. The setting is Elizabethan London, just -- the Queen is dying -- and the geography and props give a sense of period, though the dialogue and conception of the universe sometimes seem a bit more modern; both of which elements are probably true to the original RPG module, though I imagine Jimmy must have done a fair amount of research to fill in such details as the correct working of a printing press ca. 1600.

But what makes the game interesting from an interactive storytelling perspective is its particular use of the losing endings: the way it invites the player to go mad, and go mad, and go mad again (and then UNDO and happily escape). In this respect it is not unlike Anchorhead, another game that gives depths to the protagonist's terror by implementing many forms of death and making it likely that the player will meet quite a few of them before succeeding.

The difference is that in Anchorhead, those deaths are usually the result of the player's failure: failure to solve a difficult puzzle in time, failure to plan ahead. When the protagonist succeeds, it is through cunning, skill, and determination. In The King of Shreds and Patches, the emphasis on terrible (yet fascinating) secrets is stronger, and the descriptions of many dread documents and other occult objects lure the player on to look. The player's interest in finding out what is going on is at odds with the protagonist's need to survive. I rarely died in The King of Shreds and Patches without knowing what I was getting into and bringing that outcome on myself deliberately.

I didn't think, ultimately, that The King of Shreds and Patches achieved quite Anchorhead's successes with mood and menace expressed through setting. The writing is a little less well observed and the set scenes less subtle. But it achieves something else instead. The temptation to discover the unspeakable, and the imperative not to, is the main conflict in Lovecraftian stories and a core mechanic in Call of Cthulhu. Maher's undo-able deaths -- some of which are merely horrific, others surprisingly evocative -- handle the same problem but in a way unique to his medium.

Having the experience of giving in to that temptation makes the overall story richer and deeper, because it allows the player to experience the world fully even as the protagonist absolutely must not.

N.B.: The King of Shreds and Patches was built using Glulx. To play the game, you need to install a Glulx interpreter on your machine, and download the game file. We link to Glulx interpreters for PC, Mac, and Linux above. Those new to interactive fiction may also be interested in the introduction found here.


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