Professional Documents
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IndieGameMagazine
Indie Game News, Reviews & Community
April 2015 | issue 48
#GameDev Contents
Event Calendar . . . . . . . . . . . . . . 6 ScreenShot Monthly. . . . . . . . . . 60
Feature interviews. . . . . . . . . . . 10
Impact Winter . . . . . . . . . . . . . 60
Project Scissors: Nightcry. . . . . . 10
Mekazoo. . . . . . . . . . . . . . . . . 61
Game watch. . . . . . . . . . . . . . . . . 7
Wildstar. . . . . . . . . . . . . . . . . . 7
Lost Ember . . . . . . . . . . . . . . . . 8
Boss 101. . . . . . . . . . . . . . . . . . 64
Ride . . . . . . . . . . . . . . . . . . . . . 65
Fortis Rex: Rise of the King. . . . . . 66
Light Fall. . . . . . . . . . . . . . . . 67
#IndieGame Contents
Harold. . . . . . . . . . . . . . . . . . 44
Featured Content. . . . . . . . . . . . 20
Hand of Fate. . . . . . . . . . . . . . . 50
Reviews. . . . . . . . . . . . . . . . . . . 32
Oceanhorn . . . . . . . . . . . . . . . 52
Striker Arena. . . . . . . . . . . . . . 56
Windward. . . . . . . . . . . . . . . . 57
Dead Synchronicity. . . . . . . . . 40
Spellweaver TCG. . . . . . . . . . . . 58
Trash TV . . . . . . . . . . . . . . . . . 42
the Skies. . . . . . . . . . . . . . . . . 59
editorial
There and Back Again
elcome to The Indie Game Magazine, Year Two! Its been a full 12 issues since our relaunch,
and this issue marks the start of a brand new chapter for IGM. As youll see while reading,
this month is a special jumbo issue of the Magazine, featuring 3x more reviews than a normal issue. We wanted to celebrate the anniversary issue with as much extra content as we could jam
in. Hopefully, youll enjoy it!
Weve got a ton of exciting stuff lined up over the next year, so those of you purchasing an issue of IGM
for the first time picked the perfect jumping on point. While this months page count isnt a permanent
increase yet well be back to normal size next issue I do plan on bulking up the Magazine in the very
near future. Were slowly rolling out a number of changes to IGM as a whole, and offering a bigger,
better magazine is at the top of the list.
In the meantime, we just introduced a brand new website and logo for IGM. (Which I encourage you
all to check out after youve put down this issue.) The new design has been a long time coming, and
includes a host of upgrades; not the least of which is total mobile support, something weve unfortunately been lacking up to this point. But no more shall IGM be trapped in the dark ages, now you can
access our full web content, including daily news, reviews, previews, etc. on tablet and smartphone
devices. In addition to a great new homepage, the new site also allows us to roll out a few features to
streamline the entire IGM experience for our audience. Youll continue to see us announce and integrate
enhancements and upgrades throughout the year, so stay tuned for details.
On a brief tangent, I just wanted to mention how awesome this past convention season was. March
became the unofficial event month for the indie industry, with GDC, PAX East, SXSW, and EGX Rezzed
all happening in the span of two weeks. It was a whirlwind of news, announcements, and first-looks,
but when the dust settled, we were left with a really amazing glimpse at the future of indie gaming.
Virtual Reality hardware is continuing to slowly win me over - especially now that I can use the Oculus
Rift with my glasses on and still enjoy the full 3D effect - and the impending launch of Steam boxes
will bring indie games onto the big screen in a way consoles have yet to do, in part because of a lack
of support. Beyond that, software continues to improve thanks to the likes and accessibility of Unreal
Engine 4 and Unity 5, giving small teams the opportunity to make visually stunning graphics that can
match their imaginative gameplay innovations. It all adds up to an exciting 12 months for the indie gaming community, and its no coincidence that as the indie scene grows, so does IGMs ability to cover it.
Im excited for us to continuing growing alongside the community, improving our content and visual
presentation much in the same way indie games are.
This April issue is a major milestone for both me personally, and IGM at large. And just as we kicked
things off with a bang on the first of the month, I promise well be ending it with an even bigger explosion on the final day of the month. What do we have planned for April 30th, you ask? I think youll much
prefer finding out as a surprise. All I can promise is that it will definitely be worth the wait. See you then!
Vinny
Parisi
Editor-in-Chief
Indie Armada Fleet Admiral
Staff Credits
Vinny Parisi
Editor-in-Chief
Ryan Noble
Managing Editor
Toby Hoover
Forum Admin
Luke Siuty
Bonnie Burgette
Laura Klotz
Nick Cescon
Rafiq Mandal
Katrina Filippidis
Connor Selinske
Staff Writers
Michael Stearns
Graphic Design
March
retraction
Website: www.themagiccircle.com
EVENT CALENDAR
April 1 - Kna
April 1 - Super III
April 1 - War For The Overworld
April 2 - Luno
April 2 - Sentou Gakuen: Revival
April 9 - Dead Synchronicity: Tomorrow Comes Today
April 9 - Technobabylon
April 13 - Exiled
April 14 - Apocalypse Hunters
April 14 - The Ember Conflict
April 18 - Treeker: The Lost Glasses
April TBD - Abbeys Flight
April 2015
Game release Schedule
GAME WATCH
by Nick Cescon
There are a lot of new features and content coming in the latest
of Carbines patches. From new game systems and companions
to new adventures and PvP, the INVASION patch promises to be
chalk full of the type of content that makes me think this year will
make WildStar great.
Besides the game-changing updates, there will also be a few lifestyle convenience upgrades. Players will be able to change their
costumes appearances from anywhere on Nexus remotely, rather
than having to find a Protostar Appearance Modificator for one.
We can also look forward to the addition of vanity pets; from living vegetables to the infamous and always popular Rowsdower,
PvE content isnt the only part of the game getting love, though,
and PvP-oriented players have a lot to look forward to as well. Factions will now be able to fight against each other in Exile-on-Exile
or Dominion-on-Dominion action that should be able to shorten
some of those PvP Queue times.
Theres a whole lot more coming out too, so make sure to stay
tuned. Good luck on the frontier, Nexians, and well see you all
next month!
Developer: Carbine Studios
Platforms: PC, Mac, Linux
Website: https://shop.wildstar-online.com/
Twitter: @WildStar
GAME WATCH
LOST EMBER
elcome to the latest edition of Game Watch, a recurring segment where I take a look behind the curtain of a
game early in development and track its progress from
initial concept to, hopefully, final release. Currently, were focused
on a project developed by Mooneye Studios known as Lost Ember.
As a general synopsis, the game is about a wolf exploring the remains of a ruined civilization. While journeying through a jungle
landscape, puzzle-solving elements open up opportunities to restore the ruins to their former glory, offering snippets of insight
into what happened to the culture that existed before everything
collapsed.
by Vinny Parisi
As mentioned last month, one of the top goals for the team heading into April was to rework the wolf model and smooth out the
animation process. Just in case you forgot or are new to the segment last month also introduced Marco Apel as the teams new
social media and community manager. With Apel as my new point Another exciting development for the team is that the staff roster
of contact, we discussed the details about Mooneyes plans, and if continues to grow. Last month, Mooneye brought two new members
they were able to achieve any of last months objectives.
on board, with conceptual designer Miriam Komorek joining Apel
Fortunately, it seems the team did manage to make some head- to round out the group. This month, the team is happy to welcome
way. Apel told me that we are still putting a lot of work into the Larissa Grtner into the mix as an additional intern who will assist
with programming.
implementation of the wolf and we are making some real progress.
Especially the fur is looking great already. On top of that, Lost One of the other goals for Lost Ember this month was to get the
Ember managed to secure some assistance from IKinema, a studio project in a decent enough shape to be able to present it to potential
that provides animation software for motion capture, games, and partners and investors. Beyond their successful partnership with
Super Carl!
Take a quick look at
MoonEyes new iOS
offering...
www.indiedb.com/
games/super-carl
Advertisement:
INTERVIEW
by Vinny
rs
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an cruise liner named the
Hifumi Kono Interviethiws issue. (For once, Project Scissors: Night Cry. Set on anguoce
until
ests and crew members
Parisi
in for a treat
yers will interact with
alker, a frightans of the horror genre are
st horror Oceanus, pla
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horror weapon,
with Konos trademark
i Kono from the Clock Tow
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um
use
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inf
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atu
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cre
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ow
ris
kn
, Night Cry will
ES. ma
fans will
sful Kickstarter campaign
y back in 1995 for the SN
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I spoke to Mr.
series, which
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gamers are crying at night.
ho
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Konos original
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roducing brand new wa
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yer
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g
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ph
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fin
by
to
scare gamers
re to be.
of traditional gameplay.
scared they should prepa
overlaying them on top
d
me
newly for
and Kono and crew at the
Flash forward to today,
erience titled
exp
r
rro
ho
oping a modern
vel
de
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Ma
Nude
10
Indie Game
Magazine : After
the original Clock
Tower came out, you werent too interested in developing
a sequel. Eventually though, as new technology arrived, you
changed your mind. Along with todays technological improvements, what makes now the right time to bring a spiritual
successor to life?
Kono: The first thing I would say is that the main character is
the average Joe. Characters with special abilities give an outof-this-world impression, making it hard for the audience to
relate to the character. Also, there shouldnt be a special reason the main character is being attacked. I feel it is important
to create a world in such a way that the audience feels these
horrifying events could happen to anyone at any given time,
Hifumi Kono: Starting around 5 years back, I began pitching including themselves.
this type of horror game to publishers, but no one was interested. Their reasoning was it is difficult to make up for the Another point is to leave a small amount of hope in any devever increasing production cost with horror games, unless astating situation. Fear and despair are amplified when the
small chance of survival that the characters foster is crushed
they feature zombies.
right in front of their eyes.
In recent years, however, people have begun focusing on indie
games, and because of this, while the development budget is IGM : Project Scissors was originally intended as a mobile
nothing compared to major titles, we are able to create original, game - for PS Vita and Smartphones - with an emphasis on
touch controls. Will accommodating a point-and-click control
cutting edge games.
scheme via mouse as opposed to touch (which assumedly alters
IGM : The team behind NightCry is made up of experienced how quickly players can input commands) affect the games
professionals. Can you highlight some particular strengths of moment-to-moment pacing?
the core team members, in regards to how their contributions
Kono: Currently, we do not see any problems with mouse conwill improve the game?
trol while we play the game in development. Instead, because
Kono: As we continue shifting from the smartphone version right-clicking can be used for a certain feature in the game,
of the game to platforms with higher specs, they are starting the controls are smoother than originally planned. Because
to show off what they are really capable of. Especially since we originally envisioned a point & click game, the system has
improvements for animation and character models are
a high affinity for controlling with a mouse.
being made as needed, I am seeing the quality being
polished each time updates are made. It is our plan to IGM : Before deciding on the Oceanus cruise liner as the locashowcase as much of these improvements as possible. tion for the game, were there any other potential settings you
had in mind? Can you tease or describe some of the rooms
IGM : Youve spoken before about the concept of
within the ship that players will get to explore?
ideal horror. Despite the depth of the horror genre,
what would you consider to be the core pillars needed Kono: Closed environments, such as mansions and remote
www.indiegamemag.com
11
Knowing the pain
wont end quickly
adds to the fear.
islands, were candidates for setting in the planning process of does your fascination
the game. However, because one of the characteristics of the with using scissors as
Scissorwalker we have not revealed yet is closely connected to a weapon come from?
water, I decided to use a cruise liner at sail as the setting.
Kono: It all started from the fact that scissors are a weapon
In stages we are currently developing, and will be developing in we are all familiar with, and the pain associated with it is easily
the near future, we plan to include deserted islands, and parts comes to mind. This sense of familiarity makes it easier for the
of the ship that are submerged in water. Needless to say, the audience to relate to the characters. Also because when you are
success of our Kickstarter is key for these features to be added. cut with scissors, you have to wait for the blades to cut through
(Editors Note: NightCry its funding goal of $300k, bringing in the flesh. Knowing the pain wont end quickly adds to the fear.
nearly $315k via Kickstarter.)
Another thing, which is related to the theme of this project, is that
IGM : A lot of horror games rely on a sense of isolation to invoke scissors are a tool with the ability to sever two related objects.
fear. But Project Scissors openly encourages players to get to For example, when humans are born, the baby is separated from
know the ships crew and guests. How does designing a horror its mother when its naval cord is cut withscissors. In this way,
experience differ when the protagonist is with a group, as op- scissors play a major role in separating two living entities from
posed to being alone?
one another, and this is a key theme in the story of NightCry.
Kono: We also will not have many scenes where a large number of
characters appear (mainly due to the limited resources available
to us). However, the more people there are, the more corpses
we can create. With more corpses, an anxiety increases among
characters, and we can create the sense of Whos nextAm I
going to be the next victim? Furthermore, as we see in many
horror films, humans can be much more vicious than the monster
in extreme circumstances. I hope to be able to illustrate that
aspect of human nature in this game as well.
IGM : Clock Tower really turned the horror genre on its head with
the inclusion of multiple endings and a scare meter to display
the characters mood. Despite your peers at the time telling you
the basic concept of the game wouldnt work, what convinced
you to pursue and implement such unique mechanics?
12
less about
re
a
c
re
a
u
o
y
if
,
Beware
make calls...
u
o
y
re
e
h
w
d
n
a
n
whe
acters can find clues from the dead characters as well. To call
other characters, you need their phone number, but through
answering calls, you can collect information. Also, by making
a call you will be able to find other survivors as you follow the
ringtone. Beware, if you are careless about when and where
you make calls, the ringtone could attract the Scissorwalker.
With Night Cry funded, players can expect all of the features
Kono detailed in this interview to be included in the game.
Stretch goals were unfortunately not met, and included things
like PS4 and Xbox One releases, a bonus playable character,
and extra ways to die. In all likelihood, console releases and
additional characters beyond what is currently planned would
only be possible upon a successful launch and continued interest in the project.
I want to give a very special, heartfelt thank you to Mr. Hifumi
Kono for taking the time to conduct this interview. Hes done
amazing work in the horror genre, and as Shinji Mikami (director of Resident Evil 1 & 4, as well as the recent The Evil Within)
so accurately stated, Kono is one of the great game creators
in Japan. Fans of Clock Tower and the horror genre in general
would be wise to keep an eye on NightCrys development, as
it boasts a true-to-form return for one of the best in the business. Im already having trouble sleeping just thinking about it.
ct the
uld attra
o
c
e
n
to
g
n
ri
e
h
.t
..
Scissorwalker.
www.indiegamemag.com
13
FEATURE INTERVIEW
the right
sion didnt exactly hit all
It turns out the Disney ver
yre deterhind Lost Pisces,and the
notes with the team be
ys true to
authentic story that sta
mined to tell a far more
endeavor
an admittedly ambitious
the original themes. With
the team
nd out just exactly what
ahead for Sirenum, I fou
deliver
yre so confident they can
has planned, and why the
t young
gather round, all ye brigh
on their grand vision. So
questions
swimmin, and get your
men and women, sick of
answered.
Aquatic
ife
L
w
ie
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te
In
s
ce
is
P
The Lost
14
by Vinny Parisi
www.indiegamemag.com
15
16
IGM: What sorts of obstacles and enemies few shocks along the way!
will Pisces come across on her journey?
One of the things youll learn very quickly
Rutkowski: enemies in the game are simply is that there are many different vehicles at
referred to as gods in the beginning, though your disposal around Atlantis, which will help
it will be up to the player to discover what you to reach your destinations much more
that really means. The gods themselves are quickly than traveling by foot. Some regions
very unique from one another in design, but are actually impossible to reach without useach is undoubtedly gigantic in scale... with ing them. These vehicles range from tanks,
the exception of one named Pisces (who has to flying vehicles, to submarines. Each has
no interest in staying an immortal machine, a purpose, and the gamer should feel that
and wants to turn human)! Their history is these are almost disposable as we want the
also up for debate, with various origin stories gamer to feel free to jump in one at any time,
that the gamer will discover along the way, left without worry of resource-management. If
behind by the previous inhabitants cultural you hop in a submarine and pilot it against
creations, such as written words, iconography, an enemy, we dont want you to be too
and artwork. The gods are a strange thing, concerned with never finding another sub
because theyre clearly not organic, nor are again; the game is about experimentation
they ethereal in nature, but very real and when trying to destroy these gods, so youll
mechanistic. But why they were created in make a lot of mistakes. Youll destroy a lot
of subs, helicopters, and tanks you are
the first place is something youll have to play
fighting against 20-story tall nearly-immortal
the game to uncover. So hopefully this sparks
machines, after all.
the gamers imagination as they explore the
truth behind the gods, which will lead to a IGM: The Lost Pisces three unique, open-
www.indiegamemag.com
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18
www.indiegamemag.com
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COVER STORY
by Vinny Parisi
lipping your fins, you dont get too far. Legs are required for
jumping, dancing, strolling along down the whats that
word again? - street. Up where they walk. Up where they run.
Up where they stay all day in the sun. Wandering free. Wish I could
be. Part of that world.
The Lost Pisces aims to tell a new tale based on the familiar story
popularized in the Disney animation, The Little Mermaid. The problem
is, the story that most folks have grown up with isnt actually an accurate representation of the original authors intent. To that end, the
20
www.indiegamemag.com
21
22
indicates that there might be some truth to the flood stories. And
a massive flood that is decimating a civilization makes for a great
backdrop, especially when your heroine is a mermaid!
While much of the world and setting is forged from ancient cultures
and religions, The Lost Pisces is a video game after all, and so theres
also a fair bit of fiction and fantasy thrown in for good measure.
We added a healthy dose of science fiction in our version, trading
a literal mermaid for something of a sentient, aquatic machine (still
a cute girl though) and toyed with the adventure a bit so that were
fairly certain youll fall as deeply in love with our story as we have,
Rutkowski told me. It should be noted that although the game
has its action elements, this is really a psychological adventure. It
explores scary ideas, but its a beautiful story too. Its one which
we want to haunt the gamer for a long time. It has a beginning, a
middle, and a definite end - with no real room for a sequel - its a
complete idea. An ode to our short time on earth, and what we
choose to do with it. In the end, I hope it makes people imagine a
bit further than they usually do to ponder what we are, and what
makes us human. Its a lofty goal, but this story is so meaningful that
I believe it can be accomplished. With Sirenum so intensely focused
on telling a singular narrative, unrestricted by the notion of holding
something back for a follow up game, perhaps they truly can craft
an unparalleled level of engagement between players and Pisces.
In order to establish any sort of emotional connection to Pisces,
Sirenum must first create a scenario in which players are willing
to open themselves up to the idea of connecting with her at all.
To that end, it seems like the team will place gamers in a situation where allying with Pisces is mutually beneficial. An uneasy
alliance of sorts. At least at first, anyway. Pisces is a curious girl
who, while certainly determined, also doesnt understand the
world your character comes from. Shes entranced by you but
she doesnt know you either. Shes shy, shes careful, and like any
other stranger, shell have to get to know you before opening up
with any secrets she has.
Just as Pisces is unfamiliar with the human world, so too are players equally in the dark about Pisces, her kind, and the powerful,
mechanical gods that now roam the wastelands of Atlantis. This
creates another point of engagement between players and their
mermaid-esque companion, as theyll initially be wholly reliant on
Pisces to learn how to survive and ultimately overcome the obstacles
www.indiegamemag.com
23
work for another. And the devices and techniques you must employ
to annihilate them are themselves hidden away in the many buried/
sunken facilities that dot the landscape and lay beneath the waves
of Atlantis. Sirenum wants to design each encounter in a way that
makes each victory feel like its own reward. We really want the
player to feel a sense of massive accomplishment when they take
these massive, unbending, relentless enemies down.
Even though taking down the gods is meant to feel like a major
achievement, Rutkowski is quick to point out that The Lost Pisces
is designed to prioritize story above combat. In fact, the notion of
gameplay at all is seemingly a secondary mechanic. I think that
when the gamer plays through the story, theyll find that the story
is one that revolves around a much deeper concept than fighting,
Rutkowski began. Fighting exists because thats the force which
poses a strategic challenge to the gamer. But at the core, the game
isnt a game at all; its an experiment. We want to see how intimately
connected a gamer becomes to Pisces. The story is about falling in
love with a being, and wanting to protect it. Knowing that being,
spending time with it, learning and sharing secrets, and becoming
entwined with one another. Elaborating further about this idea,
he mentions that we want the gamer to become entangled with
this AI. To wonder things about her. We want the gamer to play
again and again, in an effort to find out more and more about her.
And the more the gamer cares about her, the more empowered
youll feel. The more meaningful her fate becomes to you. Thats
the real game.
that stand between them. For example, you may have to persuade
Pisces to provide you with insight as to where a certain device may
be, which can be used to sabotage one of the denizens in the game,
Rutkowski revealed. You cant directly destroy these enemies, but
if you can acquire an old reactor-core from one of the sunken airships that lay at the bottom of the ocean, you might be able to set
a trap in a mountain-pass and detonate it when your enemy is in
position. But to get this information from Pisces thats where it
gets tricky. Just as with The Little Mermaid, she cant speak to you.
And in the beginning, while she finds your character interesting,
she doesnt trust you.
Trust may be an issue at first, but given the sheer size and strength
of the creatures that stand between Pisces and her goal of becoming human, it wont be long before players team up with her to
take down the massive mechanical monstrosities. As Rutkowski
describes them, they are lumbering, gigantic machines that prove
to be very difficult to destroy you cant simply fire conventional
weapons into them and expect to deal any damage. With that in
mind, it will take a bit of creative ingenuity to succeed, in a way
quite reminiscent of Shadow of the Colossus. Pisces can provide
some protection from them, and actually deal a bit of damage
herself, but you will have to hunt down items to do any damage
yourself. The game is an adventure game, and each enemy is a bit
of a puzzle. What works to eliminate one enemy wont necessarily
24
To be clear, when the team talks about falling in love with Pisces,
the intent is that players will forge a bond similar to the way they
would with close friends. Its a platonic love, which the narrative
aims to help guide. That said, we know that story is the key to all
human experience. We could simply tell you a story, but thats nowhere near as engaging as having the protagonist of the story write
her story alongside you, the gamer. That will connect the gamer to
something much more entrancing and eternal. Ultimately, Sirenum
wants to design an emotionally impactful experience. We believe
that even if she doesnt act exactly as a human being would (shes
an AI after all), we can still make the gamer care for her. If Pisces
can know you notice who you as a person are and respond to your
subtle facial expressions, then she can build a rapport with you.
Its clear from talking to the team that they truly believe their vision for The Lost Pisces is well within their means. Its equally clear
that their ambition is matched only by their passion for weaving an
unforgettable experience. Beyond the technical implementation,
the remembering of experiences and the ability for the AI to, for
the first time ever, see the gamers response to her own actions will
hopefully create a character that gamers can become attached to.
Its in our shared experiences, our memories, that companionship
evolves. We are nothing except for stories. When we lose someone
we love, I imagine that a good deal of the pain we experience is
from knowing that their demise means the end of their story. We
never want a good story to end. We want stories and characters to
go on indefinitely. Its hard to contemplate that the companionship
we share with someone can suddenly come to an end it causes
this irrefutable pain that is so primal and built into us, that I have
to believe that stories are what drives our being. Theyre how we
define our existence and our importance.
If stories are truly how we define our existence in this life, Im
rather satisfied with the end result of this piece. Whether or
not The Lost Pisces can live up to such lofty goals - and despite a
certain Fable creator dashing my hopes with lofty goals on more
than one occasion, Im optimistic enough to have faith it can the
very concept is so grandiose and awe inspiring, its just damn fun
to think about. Maybe I wont love Pisces, and maybe she wont
www.indiegamemag.com
25
INTERVIEW
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ney-fied for a younger au
Mo
s.
wa
er and, in fact, it rarely
m
fro
m
always happily ever aft
the
p
kee
re children straight, to
re
we
s
tales were meant to sca
kid
hty
ug
convincing them that na
nt,
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rel
doing naughty things by
ly
ect
dir
r disturbing ways. (Not
often punished in rathe
t really
No
lf?
ha
in
f
sel
ring him
but Rumpelstiltskin tea
child appropriate.)
on Fin Soup, an
Which brings us to Drag
veloped
de
upcoming tactical RPG
e
by Grimm Bros. The gam
doesnt shy away
from violence or
vulgarity,
26
an
about the
Bros., to find out more
founder of the Grimm
s together in a
ter
rac
cha
e
classic fairy tal
s
rou
me
nu
s
nd
ble
ich
wh
booze. He gave
nger, mature humor, and
da
h
wit
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fill
ry
sto
gle
sin
, and mechanics
o the characters, places
int
t
igh
ins
at
gre
e
som
me
ir
d to when they begin the
gamers will be introduce
ura.
journey in the world of As
27
28
not have had the time/resources for in 3D. We know that 2D tactical games dont have universal appeal, but we feel that what we
have is hopefully (and we hope you agree with us!) a beautiful,
accessible, and engaging experience. We welcome everyone to
try it out, and have a taste of Dragon Fin Soup.
IGM: You can cook Dragon Fin Soup in the game, right? Please say
yes. What other non-combat activities besides cooking can players engage in?
Monif: Tons. We have several minigames that the players can get
into that all tie into crafting, in addition to some secret ones we
havent announced yet. Theres tons of stuff to do; I believe there
are over 500 unique recipes in the game, including weapons, food,
potions. You name it, you can make it. You can craft not only for
yourself, but to make materials to sell for quite a good price, and
then grab better armor or weapons.
Can you cook Dragon Fin Soup in the game? No comment.
IGM: How will the day/night cycle and weather conditions affect
gameplay?
Monif: The day/night cycles do play an important role because they
affect which monsters spawn. Some special monsters only come out
at night, or live in caves. Some are only available during the day, in
specific areas. Certain missions may be affected by the cycle - for
example if youre going after some undead, you might have to wait
for nightfall. The rain and weather cycles also have a gameplay factor.
As with most roguelikes, we do feature a procedurally-generated
world, permadeath, tactical decision making, but also occlusion,
and weather plays a factor in occlusion. We have smoke, fog, rain,
storms, sun, and all these will factor into visibility in the game. You
never know what might be lurking in the shadows
IGM: Who is composing the soundtrack for Dragon Fin Soup, and
do you have an idea of how many tracks the final game will feature?
Monif: That would be our fantastic music composer and audio
designer, Jade Leamcharaskul. We are thrilled to have Jade on
board; shes a lifelong RPG gamer and fan. We dont have a detailed breakdown of how many tracks we have yet, but part of
our rewards that you can earn is our soundtrack, which will also
be made available on our online store.
IGM: Red Robin can be a little bit...raunchy at times. Whats her
backstory like, and where does her personality come from?
Monif: What I can share so far of her backstory is that Robin is
a raging alcoholic bounty hunter. She lost her memory a couple
of years ago and has these recurring nightmares that haunt her
almost every night. That may play a factor into why she is a bit of
a party girl -- she doesnt want to be sad, and deal with this, and
thats her way of coping with these nightmares. In the beginning,
you do not yet know what Robins true background is (since she
lost her memory), but she does have training in weapons, and has
quite a knack for surviving a tough situation. Thats all I can say for
now; youll have to play the game to learn more!
IGM: Im really curious to know more about Asura, the Dragon
Turtle god. Will players get to learn more about it, or is it merely
mentioned in passing during the early stages of the game?
Monif: Asura is the world in which Dragon Fin Soup takes place.
The world of Asura is interactive - it is part of our World Screen, so
when you select different missions, you can see yourself traveling
to different destinations. While youre traveling, you may also have
random encounters with different enemies and foes. Here you can
get a sense of the world, how its structured, and how it comes
together. As you learn about the lore of the world, it all starts to
make sense. Think of it as an interactive J.R.R. Tolkien map.
IGM: One of the stretch goals that most intrigued me concerned
body mods and transplants. Can you
describe what that would have entailed, and if theres any chance
it will make it into the game post-launch?
Monif: Everything has a chance of making it into future expansions, we just have to figure out what everyone in the community
is excited about. The body mods were actually a really cool feature
where you would be able to not only customize your abilities,
but your appearance. Say you wanted to equip extra rings, well,
you could drink a potion and grow extra fingers. Do you want to
see in the dark, or be able to sense the undead? You could swap
out one of your eyes for a Sharingan Orc eye and be able to see
undead on the map. These cool abilities would be permanent to
your character, and explore a space of customization that hasnt
really been done before.
IGM : What would you say to gamers on the fence about Dragon
Fin Soup? Whats the one diversifier for the game that should
convince people to try it out?
Monif: Its a highly accessible roguelike, meaning its challenging
but rewarding. When you play, youre going to start smiling and
laughing. Its full of tons of inside jokes, gamer satire, and some
really messed up dark humor, and we think that everyone will really get a kick out of that. If you love Zelda, FF:Tactics, Grimm fairy
tales or dark humor, youre gonna love Dragon Fin Soup.
www.indiegamemag.com
29
SUB-FEATURE
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month
the next few
www.indiegamemag.com
31
REVIEW
me
A Land Before Thy
by Connor Selinske
with
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nor is there a syst
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the knife skills. Fo
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copious amounts of
will help encourag
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irl
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elding a knife than
ly nudge you to
there is more to wi
but all of them gent
32
Pros
Cons
Accessible
Needs more
proofreading
Good starting recipes
Lacks much challenge
Fills a niche that
needed filling
Horrible, horrible jokes
Horrible, horrible jokes
www.indiegamemag.com
33
REVIEW
34
say that there are a few twists that the player might
suspect, but theyre still a bit jarring when they happen, and they keep things interesting. The character
adaptations from the original story (along with a few
from other tales) are charming despite their roles,
resulting in a pleasant gaming experience.
Developed by GRIN, Woolfe is one of the prettiest
games Ive played in recent memory not the most
technologically advanced as far as graphics go
(though thats not a bad thing), but pretty. Mists,
glowing lights, electricityits like an interactive
animation. The developers have said that if
you can play the Batman series, you can play
Woolfe, but Im here to warn you that
might not necessarily be the case.
You can play, but you may have to
play on lower settings. My computer
could handle the high settings, but the
games controls suffered, so I ended up
just turning all of the special options off,
Woolfes theme music is repetitive, but innocuous enough that it was pleasant background
music, and I caught myself humming along a
few times while fighting the tin soldiers that
inhabit the once-majestic city as they
received their solid beat-down via Reds
axe. Sound cues were on-point, and
ambient noises were nicely done.
Theres nothing especially spectacular about the sound, however,
sometimes when you get it right, it
doesnt stand out too much (which
can detract from the gaming experience). Im
fairly certain GRIN got it right.
Developer: Grin
Platforms: PC, Xbox One, PS4
Website: www.woolfegame.com
Twitter: @WoolfeGame
Pros
Beautiful visuals
Engaging story
Fun gameplay
Cons
Some mechanical issues
Graphics requirements are
a bit high
www.indiegamemag.com
35
REVIEW
ette
urg
g
in
by Bonnie B
h
t
o
N
g
ignifyin
y, S
ur
Sound and F
am a professional musician with a love for performing rock, opera, and even metal. When I was given the chance to review
Karmaflow: The Rock Opera Videogame, I gleefully installed the
first act and prepared for an infusion of awesome. It never arrived.
With its strangely disappointing music (the orchestration was
great the melodies and lyrics, not so much), a story that is hard
to follow (and even more difficult to care about), and mechanics/
36
The graphics are not that demanding, and yet they caused my
computer to make noises it never has. My system is well over the
minimum requirements, and I stress-tested it twice to be sure.
Karmaflow was laggy and thus not nearly as pretty as I know it
should have been. Even on the lowest settings this was the case,
which means it could be a code problem; the game may be nearly
unplayable to those with older systems, despite the minimum
recommended settings on Steam. Presumably a future patch can
fix these issues, but currently the optimization is a let down.
One more thing: There are choices to make in key parts of the
game, where you are basically deciding the fate of the entire world.
These are not choices, however, they are illusions. Whatever choice
you want to make, you will be forced to choose the one with the
more difficult platforming attached, which ultimately leads to,
you guessed it: The end of the world. The illusion of choice feels
like the opposing storylines (i.e. the other options) werent even
written. This may be good for a literal rock opera, but its not so
great in a video game.
Ultimately, what the game feels like is that dialogue was written,
and the voice actors were told to just sing whatever notes they
felt like, with orchestration to be added, later. Dissonance is the
games enemy, but this isnt dissonance, its just poor songwriting.
Even Les Miserables is a huge mess in places (Javert, Im looking at
you), but there are still several beloved songs. The best song I heard
in Karmaflow was the one before the credits, and it was about the
Pros
Great potential
Musicians are
excellent
Ultimately, the hype did not live up to the results. At just around
3 hours long, Im not sure Karmaflow: The Rock Opera Videogame
is worth the cost, despite the man-hours that seem to have gone
into it. I sincerely hope the following acts are an improvement.
You are, of course, welcome to disagree. I, however, am going to
go watch The Wall.
Cons
Clunky gameplay
Unpleasant music
composition
Utterly forgettable
story
www.indiegamemag.com
37
REVIEW
iar
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Cons
beginning
REVIEW
by Luke Siuty
Fictiorama intentionally aimed at the enthusiast crowd with the game, including some
references to classic adventures like The Secret
of Monkey Island. Its a trademark of these
types of games to get stuck sometimes and
be unable to think about how to use items at
hand. Mid-game, when there are a lot of hubs
open, its hard to think about what item to
use where in order to progress. I didnt guess
that the car seat holster could be placed on
a basement window to stifle the noise from
breaking it with a crowbar. There are hints for
things like that in the text in various places, so
players must pay really close attention. The
40
hot spot button, which reveals actionable elements on the screen, is a great
addition because it doesnt take away any
challenge, it merely makes playing a bit
more convenient. Though there should
be a few more keyboard shortcuts, like
to save and read the journal.
The music is enjoyable to listen to, comprised mostly of tense guitar themes
accompanied by electronic backdrops.
The emerging motif throughout the game
is very enjoyable to listen to despite the
rough atmosphere. Its too bad there is
no voice-acting in the game, at least for
the animated cutscenes. Clicking through
lines of dialogue to animated scenes knocks
off the immersion a bit. Overall, it seems
that the various animations in the game
could have been a bit better as well. They
convey action, but for 3D models, most
of the animations are fairly basic.
www.indiegamemag.com
Pros
Lengthy, challenging gameplay
Great writing and dialogue
Well fleshed-out world
Cons
Voice-acting would be welcome
for cutscenes
41
REVIEW
elf
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Pros
s
Cute graphic
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it jarring
Sound is a b
www.indiegamemag.com
43
REVIEW
Cheated By An Angel
by Rafiq Mandal
The race itself is the next mode, which essentially pits Harold against the other five
humans protected by guardian angels-intraining. The goal of the game is to at least
reach 3rd place and qualify to move on to
the next round, though it is possible for
Harold to reach 1st with some well-timed
and planned out assistance from the player.
Players need to avoid any pitfalls and traps
44
Harolds graphics use high quality animation designs similar to Disney movies. The
effect is used to give the game a friendly,
cartoon style that is suitable for most ages,
and hilarious for anyone. These move from
the different videos that serve as bookends,
to the actual race itself, representing the
unorthodox running methods of each of the
human characters.
Gabes story progresses with simply designed characters and some still pictures
to go along with some narration (its hard
not to see a slight relation Harry Potter).
Harolds story, on the other hand, isnt
very detailed. All we see of him are his
hilariously stupid antics before the race
begins, which always lead to him starting
in last place. These are great fun for when
the race begins, but we certainly dont
learn anything new about him or any of
the other humans racing.
Harold is a lot of fun, challenging players
to alternate between supporting Harolds
progress and hindering the movements
of other racers. Theres a definite learning curve when it comes to the controls,
as individual buttons and analog stick
movements control various elements
within the same level, such as a ram that
knocks down a wall, or a celestial hammer
that knocks out a crocodile temporarily.
Beyond that, theres learning how to use
these same movements to hinder other
racers, and deciding which option offers
the best chance for Harold to take the lead.
www.indiegamemag.com
Pros
Unique tweak to the endless
runner genre
45
REVIEW
elinske
S
by Connor
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command
www.indiegamemag.com
47
REVIEW
48
by Katrina Filippidis
Pros
Highly effective checkpoint
placement
www.indiegamemag.com
49
REVIEW
Hand of Fate puts players in front of a withered storyteller, or perhaps hes a Game
Master in the game of life. Either way, the
storyteller exists for one purpose, to challenge and hopefully kill the player during
their journeys to slay each of the storytellers
twelve powerful generals, thus gaining his
vast powers as a result. The secrets of each
general, and the source of all of their powers
are told little by little through the amazing
narrative voice of the storyteller himself. The
generals are split into four groups, rewarding
players with a trinket that shows proof of
their power and increases the strength and
abilities of all enemies.
by Rafiq Mandal
50
www.indiegamemag.com
Pros
High replay value
Great fusion of different
gameplay genres
Progressively challenging
gameplay
Cons
No form of multiplayer
Not for action-oriented
51
REVIEW
52
by Katrina Filippidis
Pros
Gorgeous art
Breathtaking music
Touching narrative
Effortless, intuitive controls
www.indiegamemag.com
Cons
Camera angle gets
REVIEW
by Ryan Noble
sight, puzzles soon use
this ability and other
mechanisms in many
different ways.
54
Pneuma had me thinking about these mysterious beings, wondering whether theyd have been
plagued with the mystery of their existence. This
association was surprising, but not unwelcome, as
Journey is one of the most immersive, emotional
games I have played. The fact that Pneumas
developers somehow tapped into this proved,
to me, that theyve created a gaming experience
unlike most others. In essence, this is what they
set out to do, and in my mind, they succeeded.
Pros
A visually stunning game with a
simple, elegant style
Cons
Lack of hints make some
challenges frustrating
www.indiegamemag.com
55
PREVIEWS
All Finesse
by Ryan Noble
56
to pass, tap to run, etc.) integrated into the find yourself pressing reposition, and your
challenges.
team will move around instead of gaining
possession or scoring. I can only think that
In each match, there are abilities to aid in
itd be easier if the intercept or header
victory. Theres a punch which allows you to
actions had their own buttons, rather than
wallop the opposition, taking possession of
sharing, but it might not be ideal, as itd take
the ball. It flies or punches in the face of
up screen-space. The balls in your court
traditional rules, and is genuinely a pleasure
there, Wizcorp.
to do. Theres also a ground pound-esque
ability, damaging nearby players, both friend Despite showing a few yellows cards, such
and foe, as well as the ability to heal team- as the difficulty in intercepting or heading
mates. More abilities reveal themselves as a ball, and initial trial-and-error gameplay
the tournament progresses, but I wont spoil before finding the how-to guide, Striker
them. Just know that theyre all aggressive Arena has serious potential to be the Mario
and/or helpful, and a welcome addition to Strikers Charged of iOS and Android. The
the gameplay.
amount of glee I experienced when beating an opponent into unconsciousness was
Furthermore, each arena offers its own chalworrying, and winning matches having used
lenges, with snowy climates bringing forth
abilities, tactics, and my team effectively was
ice creatures that want to rip apart whoever
extremely satisfying. The positives in Striker
has the ball. Another arena, The Dojo, spun
Arena outweigh any own-goals scored against
the pitch at random intervals, either moving
itself, and I look forward to seeing updated
your team closer to, or further from, their
versions of the bloodbath sport.
calculated goal no pun intended.
Striker Arena is currently available on iOS
Players can even watch and share replays,
devices for $2.99 USD, with plans for Android
with options for captions and voice overlays.
and Vita versions in the future.
This seems a nice touch for football fanatics,
who will surely love commentating on their
Developer: Wizcorp
own matches.
Platform: iOS, Android
In terms of foul balls, Striker Arena could still
improve. On my iPhone 5s, in-game text was
incredibly small, and intercepting or heading
the ball was also quite difficult, as theres only
a small window to do so. If you miss it, youll
Website: www.strikerarena.com
Twitter: @StrikerArena
by Nick Cescon
www.indiegamemag.com
57
PREVIEWS
58
Laura Klotz
The SKIES
A True Post-Apocalyptic Adventure
by Nick Cescon
www.indiegamemag.com
Developer: EFORB
Platforms: Windows, Mac, Linux
Website: www.skiesmmorpg.com
Twitter: @kies_mmorpg
59
SCREENSHOT MONTHLY
Aprils Screenshot Monthly is no joke! Weve got a new and
exciting selection of work-in-progress games set to be released
in the near future. Without further ado, lets see what these
projects have in store for us. - Laura Klotz
ight years ago, humanity experienced an event they call the catastrophe the crash landing of an asteroid which buried the world in an endless winter.
Jacob Solomon is the leader of a group of five survivors who have taken shelter in a remote church. The group receives a radio message advising them that help
will arrive in thirty days, and they must work together to survive until then. This is
the world of Impact Winter, an upcoming PC title from Mojo Bones. As Jacob, players will interact with the unique NPCs on the team, attending to their emotional
and physical needs and learning their distinct personalities. Each playthrough will
be different, because player choices will dictate the storyline. A swift success story
on Steam Greenlight, Impact Winter intends to provide a challenge like youve never
seen. Look for it to be released later this year.
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www.indiegamemag.com
61
SCREENSHOT MONTHLY
n
the
year 2754, most of humanity
has abandoned Earth and fled to faraway corners of the galaxy,
trying to escape from their increasingly self-aware robot slaves.
An artifical intelligence, ZEROV, has taken command of an army of
these slaves, and intends to chase after their former human masters to take revenge - but not before first wiping out what remains
of humanity on Earth. Enter the Tiny Robot Justice Squad, the only
ones who can stop ZEROV and save the last surviving humans.
Mind Relay, the UK developer creating Tiny Robot Justice Squad,
62
ravel to
Norway
and venture Through the Woods
with Oslo-based developer,
Antagonist. This third-person
psychological horror game takes
place in a forest along Norways western
shore, where a mother and her son have become separated. Experience the mothers retelling of the circumstances of her sons disappearance,
and watch as the story unfolds against the dark backdrop
of the mysterious woods. Norse mythology and Norwegian folk
tales both heavily influence the dreamlike tale, in which your mind
will start to play tricks on you. Through the Woods was demonstrated at
this years GDC and will be released later in 2015 for PC.
www.indiegamemag.com
63
SCREENSHOT MONTHLY
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ley Time
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tion.com
Twitter: @
DonleyT
ime
64
ow does a
lightning-f
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through
theyll zip
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toric mon
between
uments a
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will be a
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platforms
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Develop
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www.indiegamemag.com
65
SCREENSHOT MONTHLY
ans of high fantasy will definitely want to take a look at Fortis Rex: Rise of the King, a PC game with a lush medieval setting. As the Traveller, you find yourself in the ancient land
of Rex, which is ruled by a cruel Emperor who terrifies the people.
The realm is exhausted and bankrupt from a rebellion which has
dragged on for ages; meanwhile, an old prophecy has predicted
that a stranger from a distant land will appear and reunite the
Empire. Your choices will shape the future of Rex - will you support the Emperor, throw in your lot with the King of the Imperial
66
Rebels, or claim the throne for yourself? Watch the game world
mold itself in response to your actions, and decide whether the
good or evil path is more your style. Adventure awaits you in Fortis Rex... long live the king!
Developer: Ancient Realms Studios
Website: www.fortisrex.com
Twitter: @FortisRex
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