A Look At Indie Title ‘Obviously Inappropriate Content’

Jack Boyles takes a look at indie title Obviously Inappropriate Content…

“There must be something in books, something we can’t imagine, to make a woman stay in a burning house; there must be something there. You don’t stay for nothing.”

Ray Bradbury, Fahrenheit 451

Censorship has always been an issue with the game industry; from the days of Mortal Kombat and Night Trap to Grand Theft Auto and South Park: The Stick of Truth. However, it does feel that video games are another convenient scapegoat, and they always will be if we keep shrugging. Pieces of entertainment that change people into the ‘violent, anti-social demons that are here to corrupt your children and loved ones’.

Yet we don’t question society itself not nearly enough on real issues, the fake news phenomenon, proxy wars, news narratives, religion, politics, governments who in reality couldn’t care less, the complete lack of proper workers’ rights and investment, austerity, appalling homelessness; these things that influence our lives and behaviour; people are defined by their experiences.

Appropriate then, that a game is being developed about censorship in video games…

Obviously Inappropriate Content is an Orwellian 2D Shooter Job Simulator. You play a 2D action game which cuts to a desktop mode in which you receive emails. The emails will give you tasks within the 2D game mode, like to screenshot swear words, for example, that you upload in desktop mode.

Think, ‘Metal Slug’ meets ‘Papers Please’. But why, as the player, are we doing this? Well, I’m going to tell you in the next paragraph.

The government is ruled by ‘The Supreme Leader’, who enforces regulations to encourage a positive lifestyle upon the country. You play as a game tester; your job is to censor the videogame in conjunction with the government’s regulations. Throughout the game, the regulations become more frequent, vaguer and longer. However, the company you work for have their own interests at heart that are in opposition to the government. It’s your job to censor enough to keep the government happy, while still maintaining the trust of your company. Your choices will determine the outcome of the game.

The 2D shooter section is the game you are testing called ‘Ural Death Machine’. You run from the left side of the screen to the right, shooting enemies and throwing grenades; dealing with waves of enemies and boss battles such as helicopters. These sections of OIC could be a standalone game. It may lack the finesse of other run and gun games, it still plays fantastically well. Only for that enjoyment to sap when you come across a ‘glitch’ or something you must censor. It really portrays how I imagine game testing is; a mixture of excitement and tedium.

Then you have the desktop mode, in which you receive and respond to emails or messengers from various staff members and government authorities. It’s here you submit your findings, acquire objectives and sustain feedback from either company or government.

Due to the desktop mode, the game (for now) requires the use of a mouse though for the platforming sections you can use either joypad or keyboard. This could be an issue for console porting if an alternative can not be found.

It’s a rarity that we come across games that try and say something worthwhile. Based on the developer – Shuaiying Hou – his own experience of censorship, with the goal of the game to express the effects of censorship within the industry and society.

In my opinion, the triple AAA industry is still making ‘mature’ games that are actually aimed at children. It’s refreshing to see a culture of developers push the medium in a respectable way.

As a fan of dystopian/political satire/social commentary in my video games such as BioShock, the Oddworld series or Deus Ex; it’s great to see a game put you in the shoes of someone who must make that decision.

Someone who asks themselves, is this right? A playable demo can be found here.

Hit The Slopes In Snowboarding The Next Phase

The developers at Session Games have teamed up with Red Bull to bring Snowboarding The Next Phase to the Nintendo Switch.

The game was created by developers that previously worked on SSX and Skate on past consoles. This marks the first snowboarding game to release for the hybrid console. And to top it all off, it’s available right now.

Across the game’s 11 locations, you beat missions while earning equipment and gear from your sponsors. The game is backed by Red Bull so expect product placement.

You complete tricks and push for high scores on your way to becoming the best snowboarder in the world. Game modes include arcade mode, career mode, split-screen multiplayer and photo challenge.

If you’re a fan of classic snowboarding titles like SSX and 1080° Snowboarding, you should consider Snowboarding The Next Phase.

Check out the trailer below and get ready to hit the slopes:

Solar Flux Review [Switch] – Simple, Beautiful, And Addictive

Jordan Zolan reviews Solar Flux on Nintendo Switch.

Playing Solar Flux from Firebrand Games on my Switch, I was reminded of an old quote from French novelist George Sand. He (she) said, “Simplicity is the most difficult thing to secure in this world; it is the last limit of experience and the last effort of genius.”

With increasingly more powerful systems launching alongside intricate and massive games, it’s hard not to think the age of simplicity is a thing of the past. I love playing through experiences such as Horizon Zero Dawn, Dishonored, Red Dead, and all the rest, but sometimes I crave simplicity at its finest. Solar Flux offers just that, in the form of a beautiful puzzler with soothing notes and serene visuals. It’s a game that doesn’t pack a lot of punch but will keep you engaged and pleased for hours on end.

Solar Flux: Switch
Solar Flux: Switch

Stars are on the brink of burning out, and it’s your job to reignite them before they’re gone.  The object of the game is simple; collect balls of plasma and launch them into a star, with each sun on screen denoting how many balls of plasma it needs in order to accomplish the mission. Sounds simple enough, but the strategy needed to collect and launch plasma safely is a whole different story.

The controls are exceptionally simple. Each level starts with the player needing to launch the ship by aiming towards the desired location. Once launched, the only other options are to fire plasma or use your engines, all accomplished with a touch of the screen. To launch the plasma, simply tap on the star you want to fire at, and to operate the engines, touch the screen behind the ship in the opposite direction you want it to go.

Solar Flux: Switch
Solar Flux: Switch

Even though you have engines, the point of the game is to complete the mission without using them. Every time plasma is launched into a star, a 360-degree shockwave is emitted from the centre of the sun. Time the shockwave just right, and your ship will be nudged in another direction. By riding these waves, you can traverse each level, collect all the necessary plasma, and complete the mission without ever using any fuel. Finishing each level in this manner will yield the player three out of three stars. I personally make it a goal to always get a perfect score on puzzle games such as this, so I found myself replaying levels over and over to achieve perfection.

It wouldn’t be a great puzzler if there weren’t hazards stopping you from completing each mission. Scattered over the maps, you’ll find asteroids, black-holes and comets that frequently lead to your ship’s destruction. Even the stars themselves can ultimately come between you and victory. Space is a stunningly beautiful place but deadly through and through.

Solar Flux: Switch
Solar Flux: Switch

As I played through the scores of levels, 80 in total, Solar Flux began to remind me of the game Zuma and of the classic arcade staple Asteroids. The relationship between physics and geometry during play is of the utmost importance. Not only do you have to launch your ship with precision aim, but you need to know the correct second to shoot plasma, in order to ride the shockwave to the next destination. Shoot too early and you’re flung off in the wrong direction or into the dead of space. Time the shot too late, and your ship could be sent hurtling into an asteroid belt. As the levels go on, I found the increase in difficulty to be both masochistically satisfying and at times wildly frustrating; just how a great puzzler should be.

The sound design is simple and yet hauntingly beautiful. The subtle notes of the underlying score have an empty feeling, giving the sense of being in a cold and vacuous place. Everything from the sound of collecting and shooting plasma, to the shockwave, and even the low hum of your engines, seem to denote an odd calmness. It’s all painfully simple but manages to pull me into the atmosphere the game is trying to create.

Solar Flux: Switch
Solar Flux: Switch

I’ve always had a love for challenging puzzle games. They don’t need to be overly sophisticated in order to be good at what they’re supposed to accomplish. Games such as these force me to think in ways most big blockbuster titles don’t. I’m not exploring ancient cities or long-lost ruins, and I am not gunning down thousands of baddies with a myriad of weapons. Solar Flux simply asks you to collect and discard, but to do so perfectly will take a keen eye and a brilliant sense of timing.

Yoshi’s Crafted World Launches 29th March On Switch

Yoshi’s Crafted World will launch for Switch worldwide on the 29th March, Nintendo announced today.

From the talented developers at Good-Feel (Wario Land: The Shake Dimension, Kirby’s Epic Yarn), the delayed Crafted World utilises a cardboard cutout art style that allows players to view stages from opposite viewpoints — these stages can be played backwards effectively. The game also features a co-op two-player mode that is sure to bring squabbles aplenty.

It’s up to you, as Yoshi, to stop Kamek and Baby Bowser who have set out to steal a “gem-set stone”. Legend has it that this fabled artefact can grant the bearer their wildest dreams.

That’s about it for the story, as you might expect:

Nail The Perfect Line In Future Grind

Future Grind is a futuristic stunt bike platform game developed by Canadian developers Milkbag Games.

In this title, you ride a stunt bike that allows players to chain together massive combos from floating rails. The rails are colour-coded to match the colors of the bike wheels. Land the wrong color and the bike explodes at first contact.

Future Grind comes with a story mode that follows you as you perform for sponsors. As you progress you earn new bikes and access new tracks. The story takes a turn when you realize that things aren’t as they seem. Riders are being closely watched and it is up to you to find out why…

With multiple games modes and an original soundtrack, Future Grind looks to challenge even the best of gamers.

Future Grind releases for PS4, PC and Nintendo Switch on January 22nd. A 4-track Future Grind EP is also available for download at bignic.bandcamp.com

Indie Title Eldest Souls – Beware Of The Gods

Happy New Year everyone.

The gods have dealt their hand and the message is understood, they don’t want humanity to succeed any more. Such a futile and archaic notion that the gods think they can prosper without humanity. Who would be there to serve them? Who would be there to pray to them? It is man that gives them power in exchange for hope; now they give us disparity. What the god’s fail to understand is, that man together provides hope, man together provides power. Fear not gods, it will be the hands of a man that will end your tyranny.

Jack Boyles discusses Eldest Souls…

The Souls-like genre (I know, I hate the name too) has been a genre that has exploded the past few years due to the success of Demon’s Souls and Dark Souls. As such, we’ve seen games like ‘Salt and Sanctuary’, ‘The Surge’ and ‘Elex’ arrive with challenging yet rewarding gameplay; Souls games are slower paced, there’s more strategy and more thinking required than your typical action adventure game. Though it’s not just the gameplay that make the Souls games great, it’s the world building, lore and atmosphere; some of the examples above have these elements within their games yet they never feel a cohesive whole.

Eldest Souls is an independent game made by Italian Studio ‘Fallen Flag’. Pitched as a Pixel-art Souls-like RPG, as you can tell from the title, it proudly wears its influence on its sleeve.

Humanity has been thriving with kingdoms blossoming on the once forsaken temples which imprison the old god. In retaliation, the old gods have unleashed a great desolation on the world as crops turn to barren wastelands. It’s your job as a lone warrior to slay the old gods ending the great desolation.

Firstly, the pixel art is nothing but outstanding. It manages to evoke so much atmosphere and it really captures the true art of using pixels. Little details of vines hanging from a tree, swords sticking into the ground from fallen warriors all elicit this sense of deprivation using limited visual fidelity.

Then you have the enemy designs, these giant creatures visually show their experience of battle, standing there panting and looking haggard. Everything looks aged and windswept as you travel through the forsaken land. It’s an impressive feat to achieve that sense of foreboding using pixel art, yet it’s that restriction in quality that enhances the atmosphere.

To my surprise the sound design didn’t follow suit with the retro aesthetic, instead, choosing to go with more grounded and realistic sounds. However, it works and works very well. If anything, it supplements the art direction and atmosphere using realistic sounds to strength the sense of danger. It reminds you this world matters and doesn’t care about you.

Sounds are an indicator to the player, as certain roars of enemies let the player know what attack is coming; here that is more important as enemies can’t really indicate attacks by animation as clearly. Furthermore, we have the soundtrack, like Dark Souls, it is very silent allowing the ambience to lure you into this world but when the time comes erupts to heighten your senses; it keeps you alert and to add gravitas to boss battles.

There is no need to worry though, Eldest Souls is a satisfying game to play. Never did I once feel like the character was doing something I didn’t want him to do nor was there any latency. He dashed when I wanted him to dash and he swung his sword when I wanted him to, which is precisely what you want with an game such as Eldest Souls; you would forget the demo I played is still in Alpha.

The introduction of Eldest Souls is surprisingly slow. You wander through the land looking at what has failed before you. Along the way, there are hazards like a strong wind gushing parts of a rickety bridge apart and a spike trap you must avoid. Though these are minor, it does create a small amount of tension and lets the player know that they shouldn’t get comfortable. But most of all it really establishes the sense of isolation; a long hollow walk into an unknown land.

It’s here the game acts as a tutorial, setting up various situations to get to know the controls like smashing down a wooden wall or dashing through the spike traps. Stamina works slightly different to other Souls games, as you have three little bars. A dash will use one bar, upon using all three bars you’ll only be able to dash once a bar is fully filled.

Arriving at the boss you quickly grasp that the combat is more offensive like Bloodborne. As a first boss, I’ll admit it I got slapped about a few times. Unlike those games where you can use what stamina you have as soon as it builds, Eldest Souls lets you wait until the bar fills, meaning any wrong movement has a detrimental effect on you. Unfortunately, I didn’t have enough time to spend with the game, albeit what I played I enjoyed.

Eldest Souls captures the spirit of its obvious inspiration. It may not do much to change the formula but what it does offer is a refined gaming experience. With From Software leaving the Souls brand, as well as the stamina bar in Sekiro; this may be the right game for that core Souls audience.

As polished as Eldest Souls is already, my only concern for the game is the amount of Souls-Borne games we’ve seen; will this game stand up to the already saturated market?

Only time will tell.

Uncanny Valley Review [Switch] – Running Away Leads To More Trouble

Sometimes you just need a fresh start – a switch in lifestyles. To pack your things and go. Sometimes you just need to take the risk for your own sanity or to better yourself. A new start, wiping your history, forward thinking is human nature – we run. But no matter how far you run, the past will catch up and come to terms with; for your own sanity… or to better yourself. Jack Boyles reviews Uncanny Valley…

Uncanny Valley has you playing as Tom who is starting a new job as a nightshift security guard in an isolated, abandoned facility. At the start of the game, Tom is a man who appears to be running from something in his past, evidence from the decision to work for this employer and the nightmares that inhabit his dreams.

Though Tom is not completely alone, he has the company day shift security guard, Buck who is rather a lazy man and Eve, a woman who keeps the facility clean and is reminded of someone in her past when she sees Tom. And that my gorgeous reader, is all you are going to know about the story because the less you know, the better the experience.

Uncanny Valley is a narrative-driven survival horror game that states in the opening:

‘Every action you take within the game will lead to different outcomes. To fully experience Uncanny Valley, multiple playthroughs are recommended’.

There is much to uncover in Uncanny Valley. However, do not be put off by the multiple playthroughs, as a playthrough can last anywhere from 20 minutes to roughly 3 hours maximum. It’s this short length that makes Uncanny Valley compelling to play multiple times.

Moreover, the story-driven game will make you play it several times since, in my opinion, this is one of the better horror narratives out there. It may not have the symbolism and subtext of Silent Hill or the Hollywood budget of Resident Evil. What Uncanny Valley offers is a more grounded and thought-provoking horror experience.

You routinely (well you don’t have to if you don’t want to) go to work, this repeated mundanity gives you time to explore the facility. Picking breadcrumbs of information scattered across the facility, finding out what happened there. If you are like me, you may figure out what’s happening before the reveal. But when I saw the reveal for the first time, it didn’t stop it from being impactful; it was more impactful. It’s kind of Hitchcockian in that way; let the audience know to build the tension and it’s that slow build of tension that makes Uncanny Valley’s narrative compelling.

Furthermore, your actions really alter the game, with many of my playthroughs having different events, scenarios and endings. It’s in your second playthrough you start to realize how these actions really do affect these outcomes. As one new small change can alter your previous conception of coming events. A small detail you may have forgotten about in the first playthrough may have a much bigger impact.

The developer Cowardly Creations, not only make you think about the decisions you can make but how your knowledge of coming events may still influence your current playthrough.

Additionally, it’s not only narrative consequences you must think of when playing Uncanny Valley. The gameplay can be affected by the consequence system as Tom can get injured in various parts of the body stopping him doing certain actions. A knee injury will stop Tom from crawling in vents or an injured arm will affect him using a weapon.

Marketed as a 2D pixel art story-driven survival horror game, I feel the game takes its cues from adventure games. Gameplay is more about solving puzzles using lateral thinking to progress the story or get you out of situations.

Also, there is a slight stealth mechanic, requiring you to hide more than fight due to the enemies withstanding bullets. Hiding spots such as vents are advisable due to Tom’s lack of stamina – making him easy prey if spotted.

Credit is due to the sound designer for making the enemies terrifying. Hearing the loud bang of the enemy’s movements will instantly set a sense of dread within you as you know if they see you… Tom’s physique is no match. The loud grunted speech when they spot you will jolt you with fear, making you panic.

Added with the raw pixel art aesthetic, it tonally hits its mark. The pixel art, with its limited fidelity mirrors that of the narrative, uncertainty; enough detail for you to know what’s happening but with the finer details missing.

The game isn’t for everyone though. Many players may dislike having to start again and not loading saves at various points to change story outcomes. Another issue I could see some players having is that Tom struggles to defend himself even with a handgun — not being able to run for long period of time; as the result in death can see you starting from the beginning of the game.

I did encounter a glitch where Buck went home from his shift for him to reappear at the end of my shift. It was nothing game breaking and didn’t affect anything storyline wise; though hopefully, nothing like that will come at important times within the game.

Uncanny Valley is a narrative based survival horror game that rivals other indie horror titles and some AAA horror titles. The story twists and turns like a great thriller novel.

Added with the sense of foreboding atmosphere and some terrifying moments executed by its tension building techniques. For me, it’s a great horror experience, throwing away the generic jump scare an opting for an unsettling experience.

As the game is relatively short, it goes hand in hand with the Switch’s pick up and play design. There always feels like there is more to uncover and you will want to keep starting afresh to find what else Uncanny Valley has up its sleeve.

PS Store Sale Includes Some Great PS VR Discounts

Hold on to your hats because the PS Store’s wintry January sale is already here!

Joining ludicrous ongoing sales across multiple platforms, the PS Store’s sale most notably includes some PS VR discounts that are hard to miss.

VR titles on sale include the following:

  • Creed: Rise to Glory, £19.99 – now £9.99
  • Ultrawings, £17.99 – now £6.49
  • Torn, £24.99 – now £15.99
  • ASTRO BOT Rescue Mission, £34.99 – now £19.99
  • SUPERHOT MIND IS SOFTWARE BUNDLE, £32.99 – now £15.99
  • Killing Floor: Incursion, £24.99 – now £14.99
  • Batman: Arkham VR, £15.99 – now £7.99
  • Déraciné, £24.99 – now £15.99
  • Firewall Zero Hour, £24.99 – now £15.99
  • Moss, £24.99 – now £14.99

More PS VR titles can be found on offer here.

Are you interested in grabbing a sale or two? Or, is the very thought of sales without hesitation already making you feel ill? Let us know below.

Tales From Windy Meadow

Tales From Windy Meadow Launches Today On Steam

Indie title Tales From Windy Meadow launches this very day on Steam. It’s an interactive slice-of-life visual novel about choosing your path and living in a community.

We’ve been told that the developer‘s goal was to create a story blending cosiness and melancholy, exploring anxieties that – he believes – many of us can relate to.

Here’s that trailer for you:

We reviewed the developer’s first game, The Tavern, and said the following:

‘A lone tavern shrouded in mystery, filled with enigmatic characters in the depths of a dark land amidst a war, The Tavern places itself among few others in the adventure category of video games…’

You can find out more about the game on the official site here.

PS VR Video - Astro Bot

PS VR Video Highlights What’s On Offer

PlayStation Europe has released a video highlighting the range of games and experiences on offer with PS VR.

From Moss to Resident Evil 7, Beat Saber to Tetris Effect, Firewall: Zero Hour to Astro Bot Rescue Mission, the two-year-old platform is shaping up rather nicely — if we do say so ourselves.

You can check out the PS VR trailer here:

Are you hoping to receive a PS VR this festive season? If so, what experiences are you interested in trying out? Or, have you no desire to get one? Let us know below.

New Super Mario Bros. U Deluxe

New Super Mario Bros. U Deluxe – 15 Minutes With The ‘Infamous’ Peachette

IGN has shown off 15 minutes of new gameplay from Wii U port New Super Mario Bros. U Deluxe on the Switch.

The internet got itself into a bit of a dither when Nintendo first showed Toadette being transformed into Peachette. You can see her in action below:

New Super Mario Bros. U Deluxe launches January 11th and includes New Super Luigi U — an expansion starring Mr Green Stache himself.

We’ll be seeing more of the anxious brother next year in Luigi’s Mansion 3.

Razed Switch

Neon Platformer Razed Speeds To Switch And PS4

The neon platformer RAZED, a game that ‘rewards quick thinking, precision and creativity’, is out today for Switch and PS4.

The title sees you rush through levels, dodge obstacles and fight your way to the top spots in international online leaderboards. It combines boss fights, unlockable abilities and the option to quickly reset your runs as well.

Additional features include:

  • Non-stop escalation – Sprint through 60 dynamic levels spread across six unique worlds, each with a distinct visual style, unlockable abilities and pulse-pounding boss battles.
  • Fuss-free speedrunning – Nobody wants to wait around while striving for perfection. Falling short of your target time? Simply jab the restart button to return to the start of the level without any loading times.
  • Secret challenge levels – Employ all your different skills and abilities to find RAZED’s toughest maps and tackle them head-on.
  • Online leaderboards and ghost data – Challenge the world via online leaderboards, and race against friends’ ghosts in a game of asynchronous one-upmanship.
  • Chart your own course  – Veer off the beaten path and carve your own way through levels to achieve seemingly impossible times and unlock the S ranks.

With today’s two releases, RAZED, from UK developer Warpfish Games, is now available for Steam, Xbox One, Switch and PS4.