Developer: Infinite State Games Publisher: Infinite State Games Year: 2024 Genre: Arcade
3D Don’t Die Mr Robotis an arcade game where you avoid all the enemies flying through the level and pick up fruit to cause chains of explosions. The longer you play a round, the more enemies you’ll see popping into the screen. There’s some really interesting strategies you develop as you become more familiar with how the game and setting up combos works and I thought it was a unique mechanic for an arcade game. It’s a sequel to their game from 10 years ago, Don’t Die Mr. Robot, which seems to be essentially the same thing other than it’s 2D instead of 3D and they’ve iterated on the design. I never played that one and it’s not a requirement before playing this. There’s no Mr. Robot lore that comes up in the game as far as I know.
It reminds me a lot of 80s British arcade computer games. Maybe because I’ve played a lot of Llamasoft stuff and both developers have lots of nice, bright colors, explosions, and fun character designs. The soundtrack even has bits that remind me of that era. Which I suppose all makes sence because it turns out that the developer is British when I looked them up.
The gameplay modes in this game include your standard arcade mode, where you try to survive as long as possible and get the highest score you can. There’s a level based mode called Remix Mode where each level uses a different board for you to run around on and different gimmicks like giant enemies. The Lime Attack mode replaces everything with limes. Time attack mode has you trying to get as many points as you can within a specific time limit and you can respawn if you die. There’s also a relaxing mode where there are slowing moving enemies and you are running around on a grassy field instead. With the exception of the level based Remix Mode, all of them have online leaderboards too, which has been a lot of fun to play on as I competed with a friend on the leaderboard on the Arcade Mode.
It’s just a very polished arcade game that I got a lot out of from trying to get the highest score on the leaderboards and trying to get platinum trophies on each level of the Remix mode. I’d highly recommend checking it out if you’re looking for an arcade game. It was one of my favorites of last year and there’s a demo featuring the arcade mode if you want to give it a try.
Developer: Actual Entertainment Publisher: Actual Entertainment Year: 1997 Genre: Arcade
If you follow me on social media, you’ve probably seen me making plenty of goofy posts about the 1997[1] puzzle game Gubble. It would be easy to assume that someone posting about an obscure and goofy looking computer game character is making fun of the game and either never played it or didn’t enjoy it very much. Folks, I am here to tell you that Gubble is good.
Screenshot taken from Steam
In Gubble you play as Gubble D. Gleep, a purple alien who finds that space pirates have invaded your planet Rennigar, fastened zymbots (the game’s levels) to the planet’s surface, and now you must remove them. Each level has you running through a maze, removing all the screws put in the floor of the maze while avoiding the level’s enemies. The screws come in different shapes, requiring you to switch between the tools that have been placed in the level. This gives Gubble a puzzle game-like element and helps add variety to all the mazes you’ll be going through.
In the original Gubble, the only way to heal was to find a health powerup or to save, and saves were consumables. There were typically 3-4 located in a world and they would disappear after you saved. In the 2020 release on Steam they are no longer consumable and you can repeatedly use the save points anytime you want. In my opinion this is a drastic improvement over the original game. There’s an argument people have made in some Steam reviews that this makes the game too easy but give me a break. No one is forcing you to save. If you want to only save a few times in each area, knock yourself out. I think it’s great when a game allows you to save anytime you want and either save yourself the time from not having to play the same parts repeatedly, and just letting me leave a game anytime I want since I have three kids and sometimes have to drop everything to go do something. Gubble 2020 gets it.
Some levels also feature hidden mini levels in them too, where you run around on the board and try to grab as many objects as possible for points. I suppose this is maybe interesting if you’re trying to get the highest score possible but most people won’t care.
Gubble was designed by Franz Lanzinger, who is probably more famous for the 1983 arcade game Crystal Castles. Crystal Castles plays very similar to this and it’s interesting to me that he’s been iterating this design for decades though Crystal Castles and the Gubble franchise. Gubble must have done well because it was followed by a Gubble 2 (Wikipedia says 1998, MobyGames says 1999), where the new feature was that Gubble could walk. Gubble walking is an affront to God but I’ll save that for another post. But the world must have agreed because in 2000 we got Gubble Buggy Racer (MobyGames says 2001), a kart racing spinoff, which I guess is an interesting direction to take a puzzle game franchise. Gubble HD came out in 2007 on PC and later for iPad. This version is very similar to the one on Steam.
There were a few attempts to make new games in the franchise after this. In 2012 there was a Kickstarter to fund a Gubble 3D but this only hit $1,249 of the $80,000 goal. In 2014 there was an attempt to make an endless runner for Android and iOS called Gubble Vacation Rush. This one looks like it came very close to release, because you can pull up videos on YouTube of the game being played at conventions and the designer saying that it should come out in a few months, which never happened. In 2020 there was a remaster of Gubble 2 announced, but it presumably never happened because God does not want Gubble to walk and struck it down.
Overall Gubble is just a solid little arcade game. It’s kind of a meme game at this point because of the creature’s design and the Game Grumps folks angrily yelling “It’s fucking Gubble!” in one of their videos. Let me just say this, fuck Game Grumps. What, you’re going to listen to adult men who will forever be trapped acting like they’re teenagers, because that’s what their fan base expects? It’s fucking Gubble? Yeah, that’s what I yell with joy whenever I see this guy.
[1]: MobyGames and the Steam page of the rerelease lists the release as 1996 but Wikipedia points to this press release and I found this interview which points to 1997. Both happened close to release so I’m going with those. Gubble.com also states it is 1997. The Playstation 1 release seems to be 1998. As you noticed earlier in the post, MobyGames and Wikipedia also disagree on later entries in the series so I’m not sure what’s going on.
Void Breach is a point-and-click adventure where you play as a scientist who must save his daughter after a science experiment goes wrong and sends her to another world. The game is strongly inspired by old Sierra adventure games. While it’s a point-and-click game and you can’t die, the game design and art style are based on those games. The game’s art is very similar to the style you would see in Sierra’s very early AGI games like King’s Quest and Leisure Suit Larry. For the most part it’s very good and nails the look, but unfortunately I’ve spent much more time than I’d like to admit looking at old games and there’s the odd bit here and there that looks off, like pixels being too small in some parts.
I think that the gameplay design and plot is very similar to those old games. Like I said before, you can’t die, but the basic structure where you are given a quest (rescue your daughter) and then are plopped into an open world where you walk around, seeing what other characters need, and grabbing items to help them out or overcome obstacles is very similar to the classic Sierra game structure. I realize it sounds like most adventure games do that, but to me it feels like a very Sierra thing to just plop you into a world and let you have at it. The writing is very similar to those early Sierra games too. The characters aren’t too developed, sometimes they’re just fantasy creatures like mermaids, and mostly exist to give you a quest. This sounds like a criticism but it’s not. It fits for the type of game that Void Breach is emulating and I think they do a good job of that.
Overall I think it’s a nice adventure game and would recommend it if you’re looking for something in this style and want something that you can play in two hours. It’s very affordable too. The game is only $2 and at the time of writing this review, it’s on sale for $0.50. My only real caveat is that while I like this game, Cosmic Void has made so many games and they keep getting better with each game so I guess if you’ve never played a Cosmic Void adventure game before then maybe consider checking out one of those on Itch.io or Steam. But it’s still good! What are you supposed to do when someone makes a lot of games you like? Tell people to play them all? Maybe.
Hellkind is a free, short top-down horror game where you investigate a cult and ritual inside of a church. Apparently the game is inspired by Galician folklore, which I have no knowledge of but want to read more about after playing this game. I really enjoyed the grainy black and white aesthetic the game has. It’s not quite the 80s Macintosh look or what Return of the Obra Dinn did, but it feels similar. Usually I’m not a big horror person but I saw one or two reviews about how creepy the game was even though it doesn’t have any jump scares and I would say it succeeds on that front.
It’s definitely an adventure game. You aren’t being chased by any monsters or asked to fight anything. You are just slowly walking around this church trying to figure out what happened and picking up items to add to your inventory so you can use them elsewhere. The game only took me about 20 minutes to complete but there’s optional details you can discover if you want to investigate further and do the optional puzzles. I didn’t because I couldn’t really figure it out and was starting to get antsy about the player character’s slow walking speed (if I did have any gripes about the game, it’s this), but I think it’s fun that there’s optional stuff to pursue if you want. This is the first game by this “studio” (it’s one person that is very open about how they’re not solo because they buy assets) but I’m definitely interested in playing more games by them in the future. I recommend playing this game but think you should be aware that the game has flashing lights, the game warns you about this when you start it up.
Atuel is a short and free documentary game about the Atuel River Valley in Argentina. The game uses surreal imagery and audio from interviews to explain how the changes people have made to the river, like building dams, impacted the river and everything living around it. The gameplay is a linear walking sim-like experience, which I do not mean in a derogatory way, and has you shapeshifting into different animals and elements, usually downstream, to see the impact of climate change. I was impressed by the variety of environments and art, which changes each time you shapeshift into something new, and how it uses these changes and narration to explain how rivers are like living beings. I thought this was a new game but I guess it actually came out a few years ago on Itch, it’s only just now that it has received a big update and a release on other platforms. I’d highly recommend checking it out. It’s free and only 30 minutes long.
Developer: Wurm Fud Publisher: Wurm Fud Year: 2024 Genre: Visual Novel
Backwater Eulogy is a very short (10-15 minutes) visual novel and autobiographical exploration of loss and the experience of grieving someone you had a complicated relationship with. I think this type of VN is described as a Kinetic Novel, since it is linear and there are no choices, with the interactive elements just being the user clicking to transition from one page to the next. I don’t have a problem with that! A game can just be a very well written story featuring lots of great pixel art, which is what this is. The music is very minimalist and low key but works well for the story the game is telling and helped with the immersion.
It hit me really hard as someone who has experienced a sudden and very upsetting loss lately. I didn’t have a complicated relationship with my aunt but I still think about things I wish I could have done to change the outcome, even though there’s nothing I could have actually done. The story is also strongly influenced by the developer living in the midwestern US and that also resonated with me. Sorry about this one being such a bummer. Sometimes you play a short game about a depressing topic but it’s exactly what you needed to play at the moment.
Backwater Eulogy is available on Steam and Itch.io.
Developer: Goloso Games & Julia Minamata Publisher: Panic Year: 2025 Genre: Adventure
I’m attempting to get caught up with all the games coming out each week as a part of the Playdate Season 2 package and saw that Goloso Games and Julia Minamata, two folks I’m a fan of, made a new point-and-click adventure for the system. This season surprisingly has a lot of adventure games (and also a FMV game) and I’m not sure why. I’m definitely not upset about it but I suspect Panic just happens to be big adventure game fans since they’ve published a few of them outside of the Playdate too.
You play as the dog Chance as you are called to help out a criminal mastermind but are delayed by a flat tire. What starts off as a simple tire change puzzle leads to a series of events where you are bailed out by Chance’s extremely good luck.
I loved this one. It’s just a really nice adventure game that lasts about 30 minutes and occasionally uses the Playdate’s built-in features as puzzle solving gimmicks. There’s maybe one chapter where using the crank felt a little clunky but this only stood out because it works most of the time and the game moves at a really nice pace. The game is divided into six chapter and each one is about 5 minutes long. I felt very satisfied doing the puzzles but they weren’t too difficult either. For the most part, the use of the Playdate’s crank and microphone were fun ways to add some variety to the puzzles.
As expected, Julia Minamata’s art is fantastic. It manages to cram in a lot of nice little animations on such a small screen but everything is very readable. The game is very funny too. I really love absurdist humor and the situations in each chapter get more ridiculous as you move from one puzzle to the next.
I also loved the music! It has this nice jazzy soundtrack you would expect from old noir films and Philip Aldous does a great job with that. I’m always surprised at how good the games on the Playdate sound since it’s so tiny and I guess my expectations are low?
Anyway, great stuff. If folks like this one then they should check out other games by the developers. Julia worked on the free Playdate game Recommendation Dog and created the excellent mystery adventure game The Crimson Diamond. Goloso Games made Spike II: The Great Emu War (Itch.io/Playdate store) for the Playdate and Inspector Waffles (Steam/Itch.io).
Developer: Wales Interactive Publisher: Wales Interactive Year: 2023 Genre: Interactive Movie
Unfortunately I am on my FMV bullshit again, and that means looking through the games I have access to and playing as many as I can until I get burnt out on the medium and go back to playing normal games. This time it’s Mia and the Princess Dragon, an interactive movie by Wales Interactive. I’ve played one or two of these by the studio before and didn’t really enjoy them because I had felt you were making branching decisions with no idea how they would go, and then you get a bad ending and have to restart the whole game with no ability to skip what you had seen before. This was how Late Shift worked, a game a lot of people seemed to like from Steam reviews but I thought was pretty bad. However, I am sucker for FMV and Doctor Who, and this is a game starring the 8th Doctor, Paul McGann, so here I am playing this interactive movie.
On a side note, I will take every opportunity I can to recommend the 8th Doctor audio dramas by Big Finish. They’re fantastic and the Doctor gets to actually have character development. Storm Warning is the first one and a solid place to start, but Chimes of Midnight is fantastic and also a good first one. If you live in the US, you can also check out some of these for free through the Hoopla app if your library has it.
Seriously, it’s really good!
You play as Mia, a barmaid working at a dive bar, when a woman who is unable to speak English shows up and is on the run from a group of thugs led by Paul McGann. Pretty quickly it starts throwing decisions at you where you make binary choices. It will show you stats when making decisions but doesn’t give you context for it. You can pause it to see what the stats actually are. I never could tell what these were actually used for and as far as I could tell, they did not seem to have an impact on the story.
Some of the choices made no sense or felt meaningless. Early on in the game you can escape the bar you’re trapped at and leave with the mysterious woman, and get out before the more people arrive, and then your character decides to come back after eating and gets stuck in another situation and it felt like some very important context was missing because we weren’t there. At another point a cannon is aimed at someone and you can choose between warning the friend or stopping the person at the cannon. After you make this decision, someone walks up and stabs the friend anyway. I know this is something that is just going to happen with interactive stories that use FMV, because you can only film so much on a small budget and have to make compromises at certain points, but when it’s so transparent that the choice does not matter, don’t even offer it.
I’m dumping on the game quite a bit but there were parts I liked too. The game features a decision tree, which shows you what scenes you’ve seen before and the whole branching layout of the game. I actually liked the decision tree a lot. It’s probably a big spoiler if you looked at it before playing and it probably destroys the magic of how the game functions for some people but I found it to be really interesting. It showed me that there was more going on than I initially thought and was less linear than I had assumed. It was just interesting to look at and see how one of these games is laid out. The game actually lets you skip scenes you’ve seen before, unlike Late Shift. So I could actually replay the game without feeling frustrated. I will bag on Late Shift every chance I get, sorry. It also didn’t sort the choices into a good and bad decision. Well maybe it did a little, but it mostly tried to sort the game into two different but hopefully interesting choices for you to pick.
Mia and the Dragon Princess was also a lot lighter and more fun in tone than that game. It knew what kind of story it was and just felt like it was trying to have fun. The cast was perfectly fine. I’m sure it was a paycheck job for Paul McGann but he was fine. This wasn’t a Dennis Hopper in Black Dahlia situation.
So would I actually recommend it? I don’t know. I had a better time with it than some of the other interactive movies by the studio. It felt a lot sloppier than some other Wales games but also a lot less frustrating since the choices weren’t funneled between good and bad and it was easy to replay the game to try other branches. So far I feel like my impression with the studio’s games, the ones they’ve developed and weren’t just the publisher on, is that the ones that don’t take themselves too seriously are more fun to play and are maybe worth considering if you see them in a bundle or on sale and know that you’re getting yourself into An Interactive Movie that will last you an hour or two and that’s it. It’s not really a ringing endorsement but I’ve played worse ¯\_(ツ)_/¯.
Mia and the Dragon Princess is available on a variety of platforms you can find on the developer’s site.
Developer: Digital Pictures Publisher: Digital Pictures Year: 1994 Genre: Arcade
Unfortunately I have the FMV bug again so I played through Corpse Killer, a rail shooter where you are a marine dropped onto an island to stop Dr. Hellman, an evil scientist who is bringing the dead back to life. On your quest you meet a woman reporter, who becomes your love interest at the end, and Rastafarian man who drives you around the island.
For the most part, the game is just rail shooter sequences where digitized sprites of people dressed as zombies walk around the screen and either try to get close to you or throw stuff at the screen. You do this for about an hour and then you’re done. They try to add some variety by giving you some powerups and choosing the order that you do the levels, but you have to do them all anyway so it ultimately doesn’t matter. For the most part you just repeat this sequence of levels and then fight a final boss and the game ends. One level type has you using a dart gun to shoot the zombies, I think to be stealthy. It’s not fun. There’s some optional side missions that give you a little bonus cutscene. They tried! I think there’s only so much you can do when a team films a bunch of zombies running around and then you’re told to make a rail shooter with it. I think it could have still been more fun to play by making the enemies feel less like bullet sponges and eliminating all the situations where there was an attack that was impossible to dodge.
Obviously the FMV is the reason why anyone would play this. Since I played the remaster from a few years ago, all the digitized sprites are now in a higher resolution and it just looks weird to me. They’re all much more crisp than the background they’re walking on. I think the original game actually looks better in a way, because the background and zombies are at the same quality level and it fits together better. I do like seeing the cutscenes at a higher quality than what it originally shipped at on the Sega CD. I’ll admit that I am a giant baby and some of the zombies creep me out a little, especially when they do the jump scares in front of the screen. I am not proud of this.
I wish I had enjoyed watching the cutscenes more. The tone is right, they’re intentionally doing a more campy approach, but there’s just not a whole lot going on other than the brief moments when you get to see Vincent Schiavelli do something as the evil doctor. It’s clearly just a paycheck job for him but he’s still trying to do something with the limited material he has and is the most fun to watch. I was surprised at how uninterested I became in the other cutscenes. I love garbage but they were mostly very boring. As you can guess, a game about voodoo and zombies may not be the greatest when it comes to race, even if the villain is a white guy. It could have been a lot worse but it still sucks.
The game then ends with you shooting zombies in front of a blurry photo of Vincent Schiavelli’s face and then it cuts to a scene of the woman reporter in a bikini at the beach, after she’s spent the entire game flirting with you. I guess they knew their market for this game. After the credits, it ends with a memorial to Vincent Schiavelli. Well, ok.
It’s not a great game and it’s boring, which is probably the worst thing a game with FMV can be. There isn’t even any gore. I understand why that’s not happening on a Sega CD game, especially after the whole Night Trap thing, but it’s still funny to see in a game with so many zombies.
Since it was the rerelease of the game, at least it has a lot of bonus stuff. The behind the scenes stuff is fun. I was surprised by how many videos were made and preserved since the making of this game. It’s goofy that you have to buy them with points that you earn from playing the game, but you can unlock everything after a single playthrough. At least it gave me these gems from someone interviewing the cast.
Talking with the lead actress: “Do you think kids will like this game?” “I think it’s going to be fabulous”
And interviewing Vincent: “Do you have a favorite moment in the script?” Laughs “What are you talking about?”
I get the impression he didn’t think very highly of the script but he’s very nice to the makeup crew while they work on him so there’s that. He did do at least one other video game though, one of the Dune RTS games. I didn’t realize the game had Bill Mosely as one of the soldiers until I watched the behind the scenes stuff.
There’s documents like a Corpse Killer 2 design doc. It looks like Virtua Cop is referenced in this one. There was also a pitch for a Cold War inspired Corpse Killer ‘53. I just think it’s funny they had multiple sequels in mind as they were making this one. Again, it’s fascinating that all this stuff got preserved when you see that other companies like Sierra basically threw out everything when they closed. I think this part of the remaster is great.
The remastered version also adds a new level where you shoot 3D models and also sprites of the two founders of Limited Run Games. It’s bad and I don’t know why they added it, other than to insert themselves into the game. It’s optional and just exists for points so it’s easy to ignore.
This is probably too many words about a rail shooter for the Sega CD. It’s not good but I’m glad that the rerelease has lots of bonus stuff because mediocre games should be preserved too. I don’t know if I would recommend actually buying it since the game itself is very tedious and Limited Run Games as a company is…well…..not great, but at least they didn’t half ass it?
Corpse Killer is available on Sega CD, Sega CD 32X, 3DO, Saturn, Windows, Macintosh, PlayStation 4, and Nintendo Switch.
Pilgrims is a short adventure game by Amanita Design, the folks who made Samorost and Machinarium. You play as a guy exploring a land so you can get the resources you need to get on a boat. The hook of the game is that each playthrough is very short and you come across a variety of puzzles that have multiple solutions, so the game requires multiple playthroughs to see it all. These playthroughs can also have different solutions based on the people that have joined your party. I’ve played through the game a few times and I was shocked by how different my playthroughs were. The game is only an hour long, which is great, and according to my Steam achievements, my playthrough was very different than the one I did three years ago.
The game uses a deck of cards to represent the inventory items and people in your party, and the deck grows and shrinks in size and you gain items and people, or use them and they leave your deck. I think the card inventory mechanic is great. It’s a very easy and quick way to see everything that is available to you without having to open a separate window. Switching between characters that drop in and out of the game through your playthrough is a fun mechanic too. I really enjoyed seeing how each character would react to puzzles and NPCs.
Since it’s a game by Amanita, it features the excellent artwork and sound design that you would expect from their games. I really appreciate how so many of their games have a different art style but also feel like something only they would make.
Anyway, if you like the studios other games, you’ll enjoy this one too. If you’ve never played a game by this developer, consider giving it a shot. It’s fairly inexpensive and goes on sale a lot, and it doesn’t take long to get through but you’ll probably want to play through it again one or two more times.
Pilgrims is available on computers, mobile platforms, and Nintendo Switch. All of these are linked to on the developer’s site.