Showing posts with label Steam. Show all posts
Showing posts with label Steam. Show all posts

Sunday, October 25, 2015

Steam Game Review: Bit.Dungeon II

Steam Game Review: Bit Dungeon II



     With the latest explosion of independent game developers, the gaming industry has also seen a rise in retro-style graphics. Not only have "retro" games become a rather popular choice among gamers and developers alike, but the rogue-like genre has also seen a surge in popularity. That said, it's these factors that make "Bit Dungeon II" by Kinto Games an absolute no-brainer for entertainment when it comes to blending the retro feel with the "hardcore" feature of rogue-like games.

     First and foremost, if you are familiar with the NES days of old, the overall feel of the game, right from the get-go, is "Legend of Zelda." It follows the same formula with the player moving across the landscape with shifting blocks that resemble the different areas of the world map. In each of these areas, just like LoZ, there are enemies that constantly respawn upon re-entering them. Much like its predecessor, Bit Dungeon II also follows the "lacking storyline" approach as it gives no real indication as to what the player's purpose is, but that's what really makes this game so great. It draws upon this nostalgic feel, this idea that the player's imagination needs to kick in and fill in the holes, which in turn makes the experience simple but immersive.

   Now on to the real meat and potatoes of BD2. As the name implies "Bit Dungeon II" is a dungeon crawler. The setup, much like most of the other features, is in the likeness of "Legend of Zelda." The player needs to explore the various dungeons that dot the large world map, and in turn, seal them There are plenty of tricks and turns that will completely throw our nameless protagonist off course. Ultimately though, the player will have to solve puzzles and navigate through a maze of rooms in order to find the black "boss" key. Once found, it's time to take on the boss of that particular dungeon and conquer it, moving the player one step closer to sweet victory of beating the game.

     Now, this all sounds fun and somewhat like a rip-off of LoZ in the fullest, but its about to get so much better. Not only does the player have to seal each and every dungeon to beat the game, but they only get one shot to do so. Well... two, perhaps. Essentially the player gets two lives, one given at the start of the game, and one extra life to try and retrieve the bonus life given to them. If at any point the player loses both lives (dies twice), our hero is forced to restart completely over, losing all gear that was found along the way as well as any bonus stats that might have been accrued.

    On that note, the true depth of BD2 comes from the RPG elements that are incorporated. Ultimately, the player is on the biggest grind of grinds just to find bigger, better, badder gear. There is a plethora of options to choose from and this gives the player the ultimate freedom to create any type of champion that their imagination can muster. From the typical critical-striking assassin to the fire-spell slinging, shield-packing, axe-wielding nightmare of a heavily armed pyro-knight... the possibilities are limitless. Each item that is "dropped" gives stats to the player and each stat governs a particular trait. Again... there is no tutorial on this, so let the imagination run wild!

    This is the part where the cons come out, but honestly... aside from the slight and rare bug, here and there, BD2 absolutely delivers. Its replay value is through the roof, and although it can get somewhat frustrating at times, the very "risk/reward" model that BD2 offers is exceptionally gratifying. When it comes to dungeon crawlers/RPG/Rogue-like games, Bit Dungeon II definitely takes the cake and is guaranteed to leave you satisfied.

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Thursday, October 22, 2015

Steam Game Review: Culling of the Cows

Steam Game Review: Culling of the Cows



     As many of us are aware, the "indie developer" scene is exploding as of late when it comes to game creation. With so many independent companies trying to stake their claim in the gaming world, it's tough to keep track of games that are truly worthy of attention, versus those that are... well... just white noise. Among these developers is a company by the name of Decaying Logic, and they have created a unique take on the sidescrolling shooter with "Culling of the Cows."

     "Culling of the Cows" is game that is based around, you guessed, killing hordes of livestock that seem to have been infected or otherwise possessed by some strange force. Rather than feeding on hay or grass like their "more alive" brethren, the cattle of CotC prefer the taste of meat. Thankfully though, "God" and his newly appointed tool of destruction, Sammy, have something else in mind: to eliminate the existence of these flesh-craving, ravenous bovine zombie hordes. The entire game revolves entirely around this idea and it is very well executed in doing so.

     Through each level, the player is given the option to choose between several different types of ammo that range from the typical 12 gauge buckshot, all the way up to exploding rounds. These ammo types can be purchased with the in-game credits that are given to Sammy at the beginning of each level. Not only does Sammy old boy get credits at the start of each stage, but he also has the chance to earn more by supply drops. Supply drops give the player a random chance to get certain temporary upgrades, such as the aforementioned credits as well as ammo reloads or speed boosts just to name a few. On top of these supply drops (if the level permits) Sammy can call upon God to rain down various "miracles" which, in all honesty, is pretty much a full military arsenal to rain down death upon the infected livestock. The fun doesn't stop there though!

     Aside from all of the neat little upgrades and quirky buffs given to the player, there is also quite the selection of enemies. Some easy to kill like the typical black cow, while others... well... they need a little more "convincing" in order to admit defeat at the hands of our hillbilly protagonist. The levels are numerous and the entertainment value can be described as somewhat worthy. At times, the game will seem to get redundant, but it's definitely a must-have if you are in the mood for getting your hands dirty with a little mindless arcade "shoot to kill" action.

     As far as true replay value goes, there might be some to be considered. Given the short nature of the game, speed runs can most definitely be considered. Or... if you wanna try your hand at a perfect run on every level, that is most certainly an option as well!

   Overall, Culling of the Cows makes its unique mark on the Indie Dev world and although it is rather short in gameplay length, the features that are included make it well worth the price. Whether you are looking for a time killer, or wanting a new "speed run" challenge to compete with friends with, or even just looking for a good challenge to achieve that perfect score, CotC definitely delivers.

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Monday, October 19, 2015

Steam Game Review: Roller Coaster Tycoon

Steam Game Review: Roller Coaster Tycoon



     When it comes to the RTS (Real-Time Strategy) gaming genre, there are quite a few games that have left their mark. From the Command and Conquer series to Blizzard greats like Starcraft, or Warcraft, there are plenty of options when it comes to combat-style RTS games. Roller Coaster Tycoon, however, took things in a whole new direction and this is why it's in the spotlight for this BTN Gaming Review.

     Now Roller Coaster Tycoon, upon arrival, totally reshaped the way people look at RTS games. In fact, it really created a whole new sub-genre in the Real-Time category. While the player doesn't necessarily control every aspect of the game, they do have control over the most key features. This is just one of the many details that makes Roller Coaster Tycoon stand out from its predecessors. Another key aspect, and quite possibly the one that carried the most impact, is the simple yet detail-oriented style of play. It's a very relaxed game in the fact that there isn't an enemy on the map who is ready to pillage and plunder you for everything you've got, but that's not to say that it doesn't have its own edge. Roller Coaster Tycoon delivers its thrills in a much more intricate and subtle way. It's these exact features that make it a great game, while at the same time might give a newcomer some frustrations.

     For starters, Roller Coaster Tycoon's maps (campaign?) is a series of challenging theme parks that all have a certain goal that must be obtained. Whether it's building a brand new park from scratch, obtaining a specific park value, or even just to up the rating of an already thriving theme park, every single level in Roller Coaster Tycoon is wrapped around achieving these goals. Once these goals are achieved, a new map is opened up and the player can progress further on down the line. This is a great feature because it keeps the player interested with new scenes, new objectives, and really fills out the experience with the many different types of obstacles that can be overcome. However, it's this exact reason that might deter the more "casual" player. The reason for this is the simple fact that there is no sandbox mode. Not only is there the void of sandboxing but there is also this... nagging urge to just quit a park once the objective has been completed. If the player decides to save the current progress on any park once achieving the goal, they can return to it at any point in time.... but there really isn't much of a need to do so. This can severely cut the replay value of the game short, and while it isn't the biggest problem in the world, it can still be considered when arriving at the decision to purchase the game.

     While the goal-oriented gameplay of Roller Coaster Tycoon is great, jaded only by the lack of a sandbox freeplay mode, we can't forget the details. Literally, the details. Roller Coaster Tycoon is absolutely FILLED to the brim with detail-oriented time management, and it's in these details that Roller Coaster Tycoon really thrives. From being able to design the roller coaster of your dreams, down the simplest detail as simply painting every ice cream shop a different color, it's these little intricacies that drive the game. That said, it's also these very minute, albeit important, features can become daunting at certain points in the game. For instance, when it comes to building said "Dream Roller Coaster" the game will not allow it to be built unless all of the brakes and speedups are in the right place. Prices too high for ice cream? Well that will drive potential patrons away before you even get the chance to fix it. So with that said, it's quite easy to get lost in the details and if things start getting to difficult to understand, just remember: breathe and if all else fails, RESTART!

    On that note, however, there is also lack of any sort of tutorial or information that is in-game to help the player, should they feel lost. Don't get me wrong, I completely enjoy playing a game and feeling it out without any sort of help system at all. That's why I do what I do! But there are other players out there who don't want to mess around with understanding the mechanics or explore and experiment... simply put they want to achieve that goal for the next map. This is why some sort of help system within the actual framework of the game would be a huge help. For instance, your rating is dropping too low and you are just two months away from getting that coveted pat on the back for achieving an overall rating of 875 and you are sitting on 725. How do you get that rating up? Do you build more attractions? Do you lower the gate price? Do you run promotions? None of these answers are found directly in the game, not even in the help section. Thankfully though, there are pioneers out there who are willing and ready to write guides on issues such as this! That said, at least this information shouldn't be hard to find.

     Overall, Roller Coaster Tycoon is a great little game, especially if the player is just looking to relax and chill out with a non-stressful game. All of its features can be seen as a double-edged sword so to speak, and if you are planning on buying the game, just make sure to take these things into consideration.

For more information on this game, or to buy it yourself, please visit:




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Tuesday, September 22, 2015

Steam Game Review: Eron

Steam Game Review: Eron


     Since the blowup of the "Indie Dev" scene there have been many successes, many mediocres, and plenty of flops. In this "BTN Gaming Review" we are going focus on "Eron" by Red Splat Games which, unfortunately, falls into the category of mediocre at best.

     This game called "Eron" really strives to add a new perspective on Platform games. It does a pretty good job for the most part. It uses a feature that makes the player have to shift between realms in order to complete the levels. The controls are rather simple as it uses the keyboard arrows, space bar to jump and Shift to well... shift. Now upon first glance, it's easy to see that it is inspired by the olden times of Atari and that is a wonderful starting point. It makes the player almost feel like they are holding that oblong, awkward controller as they make their way through the levels. The "shifting" aspect of Eron is unique and it really makes the player think on how to approach each obstacle. Each movement needing to be calculated and precise, otherwise the poor tribesman of the planet is sent right back to the beginning to try it once more. Although this can be frustrating, it pays a certain homage to the games of old, which is also a nice touch.

    The overall challenge of Eron can be described as both irritating and satisfying. Games today seem to be drifting to the edge of boringly tired in order to reach out to a broader crowd. Eron, although simple, is in fact a challenge to work through and though it may get more than frustrating at times, it's exceedingly rectifying when a level is finally conquered. Combine the simple controls with this fact and there is so much potential for Eron to become a truly great game.

    Now, on to the reasons why this little game can't quite make the cut. For starters, there is very little story. The only story that the player gets is in the Steam store page and even then, it's just a little snippet. There is no true development. This is sorely detrimental because although the environment tells a little bit of that story, there's no real element of purpose as to why the protagonist needs to carry on. It slowly becomes a mundane challenge of overthinking levels and dealing with the frustrations of failing more than succeeding. By no means should the game be easier, but there should be some sort of motivation put in place for the player to feel like there is progress being made.

    While story would add some motivation to the overall gameplay, the idea of adding some sort of "enemy" or even active ability to compliment the "realm shifting" would add so much more depth to the interaction between player and environment. This in turn would help the levels fortify a story as well. From the Steam store page, the story snippet explains that Eron is being destroyed, but destroyed by what? Is it self-imploding? Is it an invasion? Is it an infestation of a nuisance gone out of control? There is nothing in the levels that clarifies this. That is why a hostile element would a welcome addition.

     The final reason as to why Eron falls short of a stellar review is the simple fact that there are numerous glitches or bad environment interactions. The idea of causing the black spheres to rocket jump the player is great, but sometimes, even though hit perfectly, there is a disconnect between the jumping player and the sphere. Add to this the fact that there are places in the game where the player can be stuck in  "permajump," unable to move whatsoever makes it difficult to play without the need to add that frustration.

     Given all of the information above, Eron has so much room to grow, and Red Splat Games has a great idea. All they need to do is expound on it and show Eron a little more love. Work out the kinks, the glitches and bugs. Try adding some sort of story-driven concept and/or possible a "hostile" environment aspect. Once those are in place and perfected, there is no doubt that Eron could be all that it was intended to be: a modern day homage to Atari Platform games.

For more information on Eron, or to buy it for yourself, please visit:




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PC Gaming Equipment Review: XBOX 360 Controller

PC Gaming Equipment Review:

XBOX 360 Controller


     In this "BTN Gaming Review" we are going to shed some light on the wireless XBOX 360 Controll hookup for the PC. Now while this review will be pretty straightforward, there are some pros and cons that I would like to talk about when it comes to this product and its operation on the PC.

    While some things are obvious about the XBOX 360 Controller, there are some very real points of value to choosing this type of gamepad for those computer games that just simply require a gamepad to use. The first and foremost valuable reason that a 360 Controller can be so useful is: Steam. The reason why Steam ranks as number one on the list for the fact that any game in the Steam library that supports gamepads, automatically supports the XBOX 360 Controller. Even those games that say "Partial Gamepad Support" mean that they only support the XBOX 360 Controller. This is extremely helpful because within the realm of Steam games there are several that simply just require the use of this option.

    The second main reason why an XBOX 360 Controller is a great choice for PC gaming is the simple fact that since it is made my Microsoft, it will automatically be compatible with the operating system without little or no configuration/calibration. There might be some drivers that need to be downloaded, but once those drivers are installed (and this usually happens automatically when plugging in an XBOX 360 Controller to the usb port) you are on your way and ready to duke it out with your weapon of choice. It's actually as simple as that.

    The only major drawback to using an XBOX 360 Controller is that although it is convenient, it can be hard to discern what games would be best played with it vs. using the keyboard. Now while this might seem menial and insignificant, it is worth pointing out. Sometimes the convenience of using a controller can overshadow the utility and advanced, more precise usage of the keyboard and mouse. This problem of course is easily corrected by simply experimenting with both options on the games in question and making the decision from there.

    Again, this review is really quite straightforward, and some things might be obvious to most, but for those of you out there who are looking for a great, convenient option for PC gaming, I hope I was able to shed some light on this otherwise Dark Horse.

For driver information or to purchase an XBOX 360 controller for yourself, please visit the links below:
https://www.microsoft.com/hardware/en-us/d/xbox-360-controller-for-windows  (Drivers)
https://www.microsoft.com/hardware/en-us/p/xbox-360-controller-for-windows  (Store)




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Sunday, September 13, 2015

Steam Game Review: Dirty Bomb

Steam Game Review: Dirty Bomb


     With the rise of the MOBA (Multiplayer Online Battle Arena) gaming genre, the FPS seems to have taken a backseat and this has caused some adverse effects on major titles such as Halo or Call of Duty. These adverse effects have caused these mainstream titles to fall from glory because the developers feel as if they must change the mechanics and overall feel of these once heavy hitters of the gaming industry. That said, Dirty Bomb tries to deliver where most other FPS games can't.

      First off, the graphics of Dirty Bomb are absolutely gorgeous, especially for a free-to-play game. The graphics are also quite easy to read, even in the heat of battle. On that note, Dirty Bomb deserves credit for this because for the general player (nowadays) if a game isn't aesthetically pleasing, nine times out of ten it will fall to the bottom of the barrel, never to be looked at again. So thank you Nexon/Splash Damage for noticing this particular detail and expounding on it.

     While good graphics may get the player hooked and intrigued, it takes a combination of gameplay and decent features to keep the attention of the gamer. This is where Dirty Bomb is both unique and shining in some aspects, but also where it seems to fall short. Before this review hashes anything out, I would like to point out that this is not about the rumored "hackers" of the game or the presumed "Pay-to-Win" model. Rather though, Dirty Bomb's objective system is somewhat muddled. In some situations, it's incredibly easy to win, while in other scenarios it is just seemingly impossible to get even a leg up on the competition. Now understandably, there is a certain amount of experience or teamwork that makes these situations present themselves. That's great! That's wonderful, but there are also some points on every map that can be exploited and in some cases abused for the advantage that they give. One such "point of exploitation" is on the map Chapel where the defending team must prevent the EV from reaching it's destination. Countless times, I've seen this map won right within the hanger where EV must park. All it takes is a Proxy player standing right inside the hangar where they are completely sheltered from every possible angle, and then all the player has to do is drop mines continuously on the front end of the EV which in turn decimates the chances of the offensive team's victory. While small, this is quite significant.

     Another critical point that really sways the gameplay is the actual classes that are offered to the player. Granted, while some of these classes are quite unique and others are simple in playstyle, it's these exact differences that make it hard to play certain classes. The example chosen for this review is the Fire Support Merc, Skyhammer. Skyhammer is without a doubt fun to play. His run and gun style mixed with his airstrike special ability makes for quite a fun experience, however, when it comes to actually achieving anything for the team, he really falls off. Other than hanging around in the back with a rifle and just chucking out air support strikes, he just doesn't deliver the "aggressive" playstyle one would expect. On the other hand, Proxy, who is an Objective Specialist, can be considered absolutely overpowered. Proxy is a force to be reckoned with and can single-handedly win an entire match by herself. This is all due to the fact that she is an engineer, and can therefore build fortifications, or destroy them, and her speed mixed with her mines make her efficient at holding said objectives. As far as the mercenary classes, there could be some work done to make things a bit more balanced.

     While the gameplay does need some work in the areas of exploitation and actual mercenary class power, the objective system that Dirty Bomb offers is wonderful. It feels almost as if the developers took the feel of the typical RTS MOBA and mixed it with the high-paced action of FPS games. This is a great combo as it makes the player feel like there is in fact a time crunch. The "Stopwatch Mode" is a shining example of this. In "Stopwatch Mode" both teams are given the opportunity to defend and attack, and the team that does this in the fastest time is the winner. What makes "Stopwatch Mode" so unique is the fact that it requires the team to come together as one and actually strategize in order to win the game. In some cases, the game can be won in a matter of 20 minutes, and other times it takes a whopping hour just to get past the second objective. On that note, Splash Damage/Nexon must be commended because it really focuses on the need for strategy and teamwork, rather than running around and dummy-gunning just hoping you get a kill.

      The final stop for this review on Dirty Bomb is the unique shop system that it has in place. The player is able to gain battle cards from cases (which are won in matches or can be bought for a certain amount of in-game currency) and these battle cards give your mercenaries certain "upgrades" to their abilities. Whether it's faster run speed, a special knife, cooldown reduction on abilities (and so much more) the battle cards are the icing on the proverbial cake for Dirty Bomb. This card system has stirred up much controversy in the idea that it makes the game "Pay-to-Win" but there is very little evidence to support this theory. At least in my own experience, I've noticed that it's not about the card you are holding, but rather, about the skill it takes to play.

     Overall, Dirty Bomb offers a unique experience, and it does have it's gameplay flaws. However, it is also still in Open Beta, so these flaws are to be expected. Once the map exploitations get fixed and the mercenary classes become a bit more balanced, there's no reason why Dirty Bomb shouldn't be at the top of the list when it comes to competitive FPS games. 

For more information on Dirty Bomb, please visit:




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Wednesday, August 26, 2015

Steam Game Review: Caster

Steam Game Review: Caster



     As many avid gamers out there know, Steam is an absolute must have when it comes to buying and/or sharing games and gaming experiences. There is an innumerable amount of content on Steam that can tickle the fancy of pretty much anybody out there. Among these games, is that of "Caster."

     First, let's start with the basics. Pretty much any sale that Steam advertises on their 'Store' page, features this game. It's no more than a quarter (25 cents) every time a sale happens, so with that said, there really isn't too much reason NOT to get it. Let's face it, 25 cents really doesn't get you a whole lot nowadays as it is... You're lucky if you can get a giant gumball for that price at your local grocery store.

     Caster is a neat little game that was developed by Elecorn, who is in turn an indie developer. With this said, one should definitely take into consideration the fact that the graphics won't be up to "par" as say a major developer's game (Bethesda, 2K Games, Activision, etc) would be. That's not to say that graphics are everything, however. The game does a great job of launching the player into this world that could be described as styled after an old Nintendo 64 3D platformer, much like Mario 64 or Banjo-Kazooie. Keeping this in mind, a controller adds to this nostalgic feel as the camera angles and movement work in much the same manner. Once the player goes through a brief tutorial mission, explaining how things work, the game then takes the player on a journey through a very outlandish world. It incorporates a rough combat system that puts a slowly unlocked arsenal of various lasers at the player's disposal. Each of these weapons serves a purpose on each level, and it's up to the player to use that noggin of theirs to figure out how each weapon applies to the current mission.

     With the mention of weapons, and missions, there is a neat little "leveling up" system that happens as well. With each mission the player can destroy enemies and shoot trees to gain an in-game currency, which in turn let's the player upgrade various abilities as well as the lasers. These abilities include the ability to run faster or jump higher, for instance. Cool right? In fact, once some of these abilities are upgraded, the missions become a flatout breeze to go through in some instances. This could be looked at as a good thing, or a bad thing, depending on who the player is. That said, I'll leave that up to interpretation.

      While nostalgia, loads of money to grab, and fun ways to outsmart the enemy are fun... This game falls short, and detrimentally so, in a few other, more crucial areas. First off, there is no real "story." This is absolutely key when it comes to immersing the player. Without a story... there's very little that will actually make the player feel as though anything is getting accomplished.

     Another big problem with this game is the fact that the enemies are almost static in a sense. They have no real movement styles and the ability to decimate them by the thousands is absolutely comical. There's no real combat mechanics that the player needs to acquire in order thwart the enemy and whatever threat they pose in this distant place where nobody seems to know what's going on. This, in and of itself, can absolutely destroy the experience.

     So... we have lots of guns, a "leveling" system, nostalgia that is offset by lack of story and no real challenge. The bad can offset the good, or vice versa. And maybe it wouldn't be all that bad if that was all there is to the story, however, it's not. Speaking of "all there is to the story," this game, above all things, is NOT COMPLETE. Judging by the looks of things, it won't ever be completed by the developer. This poor little gem of a game has been left incomplete for quite some time now (years, in fact) and the developer has yet to blink an eye at it. It's really quite a shame too, because there is so much potential here. All it needs just a little TLC and just a bit of polishing and this game could turn out to get the recognition that it (potentially) deserves. But don't hold your breath.

     On a sidenote, however, I would like to include the fact that the developer was courteous enough to include an actual mission editor and level designer that allows players to fill in holes or create a whole new world. I have tried the editor out, and while it is somewhat wonky at first, I am highly appreciative that Elecorn allowed for the followers of the game the ability to take things into their own hands, if need be. In fact, there is also a section on the Caster/Elecorn website that allows for community submissions to be downloaded by the public to play. So... at least the "DLC" is free.

     Taking ALL of this into account, I enjoyed my time with the game. And for only 25 cents, I enjoyed it even more. Given that it might take some imagination on the player's part to keep things going, it's well worth the small donation to try. That is... if you are willing to overlook the terribly awful state the game was left in.

(Here's to hoping that at some point in time Elecorn revisits this 'pound puppy' of video games gives it the attention that it deserves.)

For more information on Caster or download the game, please visit:




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