Tag Archives: DLC

‘Jimmy (Gets Some Help) Vs. Zombies’

Though the original review for Jimmy Vs. Zombies meandered around the bush, finding both the good and bad to be about even, a recently-released update for the game looks to correct some of the mistakes I had mentioned and inject some new modes and weapons.

Patch 1.2.2 adds Rush mode, a slimmer, four-wave-per-level campaign package (the original Arcade featured eight waves per stage), as well as ‘Extreme Rush’ and ‘Extreme Arcade’. The ‘extreme’ stands for more zombies, which is good or bad depending on your state of mind regarding zombies. All four modes come with an additional seventh stage, too, having players explore a warehouse in a forest. Finally, this update introduces ‘Granny Unleashed’, a side-scrolling shmup featuring those lovable geriatrics from the local retirement home, mowing down the zombie apocalypse from their souped-up wheelchairs.

Meanwhile, single-player difficulty has been addressed in the most definitive way possible— adding a bazooka with a high drop rate and higher damage output. Yes sir, problem solved, with the trade-off being that the game is now ridiculously easy if you continue to snag said plentiful bazookas. On the upside, this renders my previous argument void, emphatically void. Store prices have been reduced as well, allowing you to access bonuses and unlocks sooner. Solo players should now have very little problem advancing through the game, so go ahead and make the dead… dead, again.

Better Late Than Never, ‘Compromised’ gets Multiplayer DLC

Twin-stick shooter and leaderboard member Compromised may have missed last Fall’s release window for its multiplayer update, and I may have missed its new release window this year by a month (the DLC went live in July), but hey, ‘better late than never’ content added to an already great game is nothing to be upset about.

Now supporting up to four players locally, the DLC adds a really fun co-op stage (see above trailer) that features a streamlined version of the leveling system in the main game, complete with all-new boss fights. If you prefer to make things a little more competitive, the Deathmatch and Hoard (similar to Deathmatch, but with collection) modes will let you sate your appetite for blood on some new and classic maps.

Combine this new batch of modes with the stellar single-player campaign, and you’ve got good reason to check out an old friend, or take a look at a game you might’ve missed the first time around.

‘Hop Til You Drop’, Or, For Like a Minute

Hop Til You Drop (review) saw its first update / content patch released yesterday. The two big additions are a ‘bullet time’ slow-down move that kicks in when you’re near hazards, and a Time Attack mode, which gives you a minute to score as many points as possible (death be damned!). The free DLC also adds some more unlockable ‘hoppers’ (read: characters) and speeds up the postgame process, getting you back into the action more quickly after each game over.

‘Bullet time’ in particular is a welcome change to the format, not just for Matrix-style theatrics and preventing some previously unseemly deaths, but also in rewarding risky play with additional points bonuses each time you trigger the effect.

These improvements and the added content definitely offset some of the issues I mentioned in the original review, making this Director’s Cut version of Hop Til You Drop a much ‘fuller’ experience. Repetition may still claim the throne and sap its replayability in the long-er run, though its hard to turn down a free update if you’ve already purchased the game, or needed a reason to give the trial a go.

‘STRACO’ is Like a Whole New Game

STRACO: Episode One (of three planned) has effectively been re-launched after debuting in November of last year, to the point that my original review really no longer applies. To start, the bare, tileset graphics and character sprites have been revamped. Their plainness was not necessarily a critique before, but it was possible to lose enemies against the background in certain situations. The cleaner, sharper environments certainly make that a non-issue with the update.

Not happy with just rebooting the visuals, NVO Games has gone back and overhauled both the HUD and UI, making each much more appealing and simpler to use. All of the vitals and pertinent information are now easily readable and accessible, and just getting from one option to the next is smoother, cutting down on confusion / click-throughs. General difficulty and the game’s balance have been tweaked as well. Enemy fire is noticeably slower, giving the player more time to react to incoming waves and counter. These fixes also carry over to the Survival and TD modes that now support online leaderboards.

While the emphasis is still a proactive (think almost twin-stick shooter) approach to tower defense, an RPG aspect (mining gold for credits that functions as experience points) has been introduced, adding permanent, unlockable upgrades not just for the player / vehicles, but for a ready-set allotment of deployable turrets. Less a random purchase from a ‘store’, consider these turrets more as personal extensions of your own abilities. You can assign and reassign each as needed, opting for light to heavy firepower, or mining / repair. Leveling up these ‘sidekicks’ also permanently adjusts their effectiveness, with boosts to health, shielding, number of cannons, etc.

The story still may not be your type, relying on cheap humor and bizarre avatars to carry the typical alien invasion tale, but there’s no doubt the gameplay side of things has seen a huge boon to its playability. Even if you’ve gone through the game once before, you’ll essentially be playing a brand new one after applying the update. And for those of you that missed or passed on the game in November, this new version is undoubtedly the better starting point.

The much-improved format is good news for STRACO: Episode Two, which is in the early stages of development with a planned release date sometime in the summer. You can follow NVO Games here.

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STRACO Ep1 - DLC Screen

STRACO Ep1 - DLC Screen2

REVIEW: DLC Quest Live Freemium or Die

As a satire on the current console cycle and its ubiquitous downloadable content, the DLC Quest series to date has enjoyed a steady amount of success, thanks to its mix of carefree platforming as a means to an end and charming wit carrying you to that end. And from in-game ads to broken game design, Minecraft to Mass Effect, nothing in the game industry is safe from DLC Quest: Live Freemium or Die (80 MSP) and its pinpoint-accurate lampooning.

From a gameplay perspective, Live Freemium or Die is alarmingly basic. Run and jump, collect coins, walk to the next zone, repeat. Spikes will occasionally take your life if you don’t look before you leap, but checkpoints are generous, once purchased (…you’ll see). Combat… what combat? You’re given a sword you almost never use, save to carve a path through vines, a pickaxe to break apart rocks. There are the ‘Metroidvania’ moments, where a specific skill or item is needed, but you’re largely free from any challenge or shackles.

Put that all aside, though. DLC Quest is about the journey rather than the ride. The coins you run across (and there will be coins) are merely that ticket to ride, the environments functioning purely as a vehicle that segues from one excellent dialogue bubble to next. DLC and its pitfalls are the star, and you’ll need to buy plenty of it (fictionally, of course, your wallet is safe) in order to both advance the plot and (optionally) inject lethal doses of humor into the game world. From terrible load times to missing content, fetch quests and trivial NPCs, most of the things gamers love to hate on will get their comeuppance.

It’s the sharp writing and legitimate laughs (I LOL’ed for a good five minutes straight at the double-joke regarding season passes) that see you through, not the coin collecting and backtracking, which threatens to get stale but is all done for the sake of a laugh. I could spout off plenty of other moments that had me chuckling over the course of the hour+ it’ll take you to finish, but I don’t want to ruin the fun. Why subvert a great comedian’s punchlines? Most of the game’s simple joys come in the form of discovery. As such, you’ll want to come into it fresh.

DLC Quest 2 - Screen

Funny as hell, but the truth hurts, doesn’t it, Game Industry?

DLC Quest: Live Freemium or Die ends on a nearly-profound note where everyone is in on the joke. Afterward, you’re allowed to return and collect anything you might’ve missed, but the show’s been seen by then, more or less. Not that replayability matters as much when it’s next to such relevant material. It turns a lovingly-critical eye on the nickel-and-diming practices of today’s games, says a few one-liners, and makes a point. You’re expected, nay, required, to pay attention. If you’ve ever spent real money on digital weapon skins or on-disc content and wondered aloud if there had to be a better (read: funnier) way, this is for you.

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Review on Indie Gamer Chick

Review on The Indie Mine

Review on Clearance Bin Review