Tag Archives: DLC

‘Pester’ All Set to Bug You with DLC

Finding new ways to word a play on Flump Studios‘ shooter never gets old, but just in the event you’re tired of shooting things (my bad jokes will never be helped), Pester (review) has scrounged together some light DLC for you to mix it up with. Downloading the free update will net you some extra swag, including a ‘Boss Survival’ mode and new ship avatars; one from Flump’s first game, Super Killer Hornet, and another from N0rty Games‘ recent shmup, Chronoblast (review). ‘High Five’ for indie developer team-ups! There’s some more backgrounds, as well, and additional music tracks.

All in all it’s just a little extra cream on top of the pie, meant to hold you over while the studio forges ahead with its next project, a sequel to Super Killer Hornet.

‘Paintball War’ Gets a Fresh Coat

After a lengthy hiatus, Strange Games Studios‘ avatar FPS Paintball War (review) has received its promised update by adding a second map, the idyllic and heavily-green country scenes you see in the screenshots below, soon to be covered in paint and dead bodies. It’s a much more open and expansive setting than the narrow streets and view-obstructing buildings of the original urban map.

For those of you that have leveled up to a decent rank (17+), a new weapon appears! The railgun, slow and drastically overpowered (i.e., awesome if it’s in your hands), is now available for your one-shotting pleasure. It’s predictably ideal in the wide sightlines of the new map, letting you take care of business from afar instead of getting your avatar’s clothes dirty in an up-close gunfight. Enjoy anonymity and being the troll of the battlefield, you’ve earned it.

.

Paintball War - New Map

Paintball War - New Map2

The ‘Shark Attack’ Redemption

It was back in November that I reviewed Shark Attack Deathmatch, quite possibly the most polarizing review I’ve done yet, if the comments were any indication. Long story short, I didn’t like it, though I made a promise to revisit the game once it had been updated. Which it was… in December. I’m a bit late, to say the least. Various events and issues have conspired against me since then; time (as always), running this site, constantly having to move on to the next game in an effort to stay current, real-life commitments, etc. That’s not an excuse, but simple fact. Plus, I’m a big boy, I don’t have to answer to you.

But, I am nothing if not a man of my word. Two months later, yes, but a man of my word. Let it be said.

The top menus and interface have been cleaned up a bit, now slightly more polished and easier to navigate, but the major addition to Shark Attack Deathmatch since I last saw it is the Romanesque ‘Pearl of Atlantis’ map and its resident evil zombie sharks. Solo Survival is ‘better’ with the patch, which gives a boost to speed and cuts down on reloading time. Though despite making modest gains on my records for each map, Survival still doesn’t look to hold anyone’s interest for long. It needs more options, either weapons or online co-op. Both, even.

As for multiplayer, my biggest beef with SAD was in its rapidly-depleting oxygen, inaccurate crosshairs, and the general speed of your shots. I felt it needed to be more ‘arcade-like’ and less ‘sim’ to be fun. The patch has addressed these critiques. While it’s still necessary to ‘lead your opponents’ in order to land hits, it does seem to be a little more forgiving. Knife fights are the norm (every match I joined had at least one guy that relied solely on melee), but you can hit targets from mid-range if you work at it long enough. The pace of the game has sped up as well, thanks to those aforementioned tweaks, with less trips for oxygen in between.

Shark Attack Deathmatch - Screen

‘Beautiful shipwreck’, I said. Heh.

So, the question is, does Shark Attack Deathmatch now do enough to get a recommendation out of me after three months? Yes, mostly. It’s still a bit too luck and / or connection-based (P2P is usually sketchy) to be my regular cup of tea, though it has been much improved since the initial review. That’s just my shifting opinion, of course, you are entirely free to judge the game on your own. What’s more, there’s still a moderate online community playing the game, so even if you’re a late-comer, you can likely find a few matches. Happy hunting.

.

For future updates / community gatherings, or to submit feedback to the Devs, you can follow Lighthouse Games via the game’s Facebook page.

The Holiday Spirit (and DLC) is with ‘Chompy Chomp Chomp’

Chompy Chomp Chomp - DLC Screen

Party game ‘eat ’em up’ and leaderboard resident Chompy Chomp Chomp (see review here) has been updated with free DLC, and it’s feeling festive. Just in time to shun rational thought and forgiving thy neighbor, the new content instead promotes the holiday tradition (?) of munching on one’s foes to settle differences.

Chompy Chomp Chomp - DLC Screen 2

Six new arena maps have been patched in for you to gorge upon, including a few retro-look levels to balance all the yule. In addition, what would a Christmas-themed update be without Santa hats for all chompies? Not a Christmas-themed update…, I’d posit. According to developer Utopian World of Sandwiches (never get tired of that name), the add-on is live and available to all that own the game already. Get snacking.

‘Overdriven’ gets Improved Visuals, Plenty of New Content

As I noted in my review of Overdriven, the shooter did nothing spectacular you hadn’t seen in other games, but was highly polished and fun. Soon after the review went up, developer CuchuGames expressed their interest in tweaking some of the art and bringing in additional modes for a later update, and they’ve now made good on that promise.

And then some. Not only have the art and graphics been completely redone (everything looks sharper / cleaner, including the HUD), but some of the enemies have been redrawn and their placements moved. Artifacts, the ‘keys’ you search for within each stage in order to unlock and progress, also have been moved and made easier to find. Players can select a second ship, which is mainly cosmetic, or a tackle a new, tougher difficulty, ‘Nightmare’. While the ‘overdriven’ mechanic remains intact, there is an new fire mode, ‘boost’ which increases the strength of your regular shot temporarily. It’s activated by picking up twenty stars, the score multipliers that are left behind from defeated enemies.

The real meat of this update comes with the two new modes, ‘Color Reflex’, which takes the color-matching puzzles from the main game and gives them a separate, 28 level challenge, and ‘The Line’, Overdriven‘s take on the classic survivor formula, with a twist; not only must you survive against increasingly-tougher waves of enemies, but you must prevent them crossing the thin red line at the bottom of the screen. That line inches upward and retreats as you play, increasing the tension. Topping off the update are extra awardments / fake achievements.

Overdriven has seen an original price of 240 MSP, then a drop and subsequent sale at 80 MSP, where it’ll likely stay. The new content and modes are welcome extras. There’s the (less-likely) possibility of another update down the road, even a sequel has been mentioned, although the developer hasn’t committed to anything just yet. Consider this the definitive version until further notice.

New player ship, enhanced graphics, improved HUD.