Tag Archives: indie

Soccer Management Sim Is Surprisingly Artsy

I don’t know much about soccer, but I love how seriously its fans take it. I can’t count the number of Saturday mornings when I’ve been woken up by shouts coming from the English pub a block from my house when there’s a Premier League game.

Football Drama, coming out Wednesday for PC and phones from Italian developer Open Lab Games, is a weird, unique take on soccer management simulators that captures both soccer fans’ excitement and the shadowy world that surrounds the game.

You play as Rocco Galliano, a Frenchman who’s been tapped to coach an English soccer team, Calchester Assembled, though to the finals of the Thiefa League (get it?). Rocco has a spotty past that’s followed him into his new job. Through snippets of dialogue, the player learns about his previous clashes with the soccer league’s president and the shady world that exists around the league.

You can shape Rocco, to an extent, through the dialogue options you choose. Different responses will raise your “karma” or your “kaos,” as well as affect your relationship with characters like Calchester’s owner, Rocco’s mysterious lover, the press, and Rocco’s cat.

The other half of the game is taken up by Calchester’s matches against other teams in the league. Before a match, you get the option to train a certain skill, like goalkeeping or tactics. Then, you select up to five virtual cards that represent calls Rocco can make from the bench. You earn new cards after matches and in dialogue options. According to the developer, the cards you get are influenced by your karma or kaos. Cards can range from formations of your players to specific soccer strategies to wasting time during a match or calling fake fouls.

The most interesting aspect of the cards mechanic is that cards don’t take effect right away. Rocco shouts his orders from the bench and the players eventually act on his advice, which can either succeed or fail. This highlights the feeling of being a coach: You’re in charge, to an extent, but you can’t actually control the action. Successful actions will affect some of the 16 “dimensions” that influence a soccer game’s moment-to-moment play, such as attack, midfield, dominance, or harmony.

The effects of playing a card

These dimensions feel astonishingly complicated compared to the simplistic portrayal of the matches themselves. Most of the time, a match is represented by a soccer ball moving across the field. During attempts on goal, it switches to moving colored dots that roughly play out the action. Despite the basic graphics, I found myself engaged when my team or my opponents were shooting, even shouting “Come on!” like an excited fan. As with the cards, you can make choices, but things are ultimately out of your hands. You’re playing a video game, but you’re also watching a virtual soccer match.

Aside from the cards, you play a match by choosing between risky or less risky actions—shooting the ball or keeping control of it when it’s in your possession, tackling or marking when you’re on defense. These actions are controlled by meters; do too many risky actions and you have to let your risk cool down again.

It all looks simple, but the developer says there’s a ton going on under the hood regarding your team’s dimensions, and some calculations regarding who dominates a match at a given time. Despite this complexity, my gameplay mostly boiled down to keeping an eye on my risk meter and periodically playing cards. The underlying math never really figured visibly into my choices, and once I stopped trying to parse all the information, I found the game an engaging combination of light strategy and unpredictability.

Team dimensions
Team dimensions represented as a grid

There’s a lot of Football Drama I just don’t get. The dialogue can be overly poetic or inscrutable, and there are occasionally weird turns of phrase, like the press saying “we will storm your remarks on social media.” I wondered whether the latter was a translation issue or a poetic commentary on Twitter.

At one point in the game there’s a dream sequence featuring Italian filmmaker Pier Paolo Pasolini, which made me think the game’s oddness was an intentional homage or part of the game’s arty, dramatic vibe. Dream Pasolini calls football “a system of symbols,” and that idea certainly fits Football Drama’s aesthetic. Everything feels like it’s pointing toward something bigger than the moment or than the game of soccer, even if I finished the game not quite sure what that thing was.

Football Drama is a pretty long game. The 18 matches and the stories between them took me about 10 hours to complete. It can feel repetitive to play for long stretches at the PC, but it has so many of the makings of a great mobile game, with simple controls and a structure that will make it easy to play during commutes without forgetting what’s happened. My Rocco steered Calchester to the championships pretty easily, but there are choices I didn’t make, including intentionally throwing matches, purchasing illicit performance enhancers, or getting involved in illegal dealings. Rocco can even be fired, permanently ending a run. Football Drama is strange but compelling, and even if I didn’t get all of it, it stuck with me.

Source: Kotaku.com

Kind Words Is A Game Where You Send Confessional Letters To Online Strangers

“I always read the stuff people send me the wrong way,” a stranger on Kind Words, a new PC game where you write and receive confessional letters. “I read it as if they are upset with me and don’t want to talk to me. They’ve always told me this isn’t how they feel, but I just can’t stop thinking that.”

Scanning the letter, my first thought was, “Who among us?” I wrote them a response of encouragement, reminding them to trust their friends. Moments later, I received a koala sticker acknowledging its receipt.

In Kind Words, you play as an avatar in a small, cozy room who writes letters against the background of self-described “low-fi chill beats,” evoking the viral YouTube channel. The player can click through dozens of letters sent by real people, some of which touched on frustrations around joblessness, college crushes, protests in Hong Kong, or the first Borderlands 3 boss. You can choose to respond to letters however you want, and if the sender likes your response, they can send you a sticker. Writing a letter yourself feels like whispering a secret into your pillow and, from under it, hearing a chorus of compliments and acknowledgement. Thankfully, the game warns players against bullying or sharing personal information like Discord or social media links.

Some of the letters I encountered described serious struggles with mental health; Kind Words links players to mental health resources in its “Help” section. In an interview with Polygon, developer Ziba Scott explained how he sends letters “directly to players which appear in word balloons as spoken by our game’s guide, Ella the Female Mail Deer,” sometimes thanking players for sending in reports about inappropriate or worrying behavior in others’ notes when the game was exclusive to Humble Bundle before its Steam launch. It’s to be seen whether kind words outweigh crass ones (I have, so far, encountered no trolling). The entire tone of a sensitive online space like this can shift depending on how well its community moderates itself.

Getting into the groove of reading others’ most personal thoughts and sending a couple lines of encouragement never quite felt like a game, but it like a seperate zone of vulnerability and love. A big surprise for me was how uniformly kind (and quick) responses were to my letters. “I’m a little jealous that you’ve been able to become more outspoken,” read one, replying to my letter about a personality change. “That’s something I’m trying to work on myself, and, geez, it’s hard.” Receiving six or seven responses to one letter was, at first, overwhelming. After some time, as the music sunk in and I fell into a flow state with the give-and-take of letters, Kind Words became more of an environment or a mood than a set of actions and mechanics. I hadn’t expected to feel so much so soon.

Source: Kotaku.com

Nintendo Switch Is Getting A Ton Of New Indie Games (Including Ori And The Blind Forest)

Image: Microsoft (Ori and the Blind Forest)

There are a bunch of indie games newly coming to the Switch, including the Microsoft-published Ori and the Blind Forest, which will be coming to the platform on September 27, Nintendo announced in its “Indie World Showcase.”

It will join Cuphead, which released on Switch earlier this year and was also previously a console exclusive on Xbox One. But there was a lot of other info on a variety of games crammed into Nintendo’s 20-minute “Indie World” stream, so let’s break it down.

Out Today

Screenshot: Hotline Miami Collection
  • The time-slowing first-person shooter Superhot that mixes puzzle solving with bullets will be out later today.
  • Both Hotline Miami games are finally coming to Switch by way of the Hotline Miami Collection.

Out Soon

Screenshot: Risk of Rain 2
  • Risk of Rain 2, a really fun co-op roguelike, came out of Early Access on PC earlier this year and will hit Switch sometime in the next month.
  • The Diablo-like game from 2012, Torchlight II, comes to Switch on September 3.
  • Creature in the Well, the dungeon-crawler with pinball mechanics, is coming to Switch on September 6.

Out This Fall

Screenshot: Freedom Finger
  • Freedom Finger, a side-scrolling shoot-’em-up where you steal enemies’ weapons to use against them, is out this fall.
  • The gruesome side-scrolling action game Blasphemous comes out September 10.
  • Ori and the Blind Forest: Definitive Edition will make the jump over to Switch on September 27.
Screenshot: The Touryst
  • Previously unannounced, The Touryst is a voxel puzzle adventure game that looks reminiscent of Star Tropics. It’s coming to Switch sometime in November.
  • Comedic hack ’n slash Skellboy lets you swap out body parts in addition to equipment and is out December 3.
Screenshot: Munchkin: Quacked Quest
  • Munchkin: Quacked Quest is a party game where you try to survive a dungeon by undermining your friends. It will arrive sometime before the end of the fall.
  • Northgard is a viking strategy game that comes to Switch on September 26.
  • The cooperative fantasy puzzle game Trine 4 will bring whimsical problem solving to Switch on October 8.
  • One Finger Death Punch 2 is a minimalist fighting game that will be out on December 2.
Screenshot: Sparklite
  • Sparklite is a pretty-looking top-down action role-playing game that looks heavily inspired by Zelda and will be out sometime this fall.
  • Cat Quest II is also coming to Switch this fall because the cats clearly didn’t take care of business the first time around.

Sometime This Winter

Screenshot: EarthNight
  • EarthNight is a side-scrolling platformer where you can fly and run along the backs of dragons while listening to a chiptune-inspired soundtrack that’s coming out sometime before the end of the year.
  • Close to the Sun is a first-person horror game, while Kine is a comic-book-looking physics puzzler, both of which are due out before the end of the year.
Screenshot: Röki
  • Röki is an atmospheric game that takes place in the snow among both friendly and menacing creatures, which is fitting since it’s set to release sometime over the winter.
Screenshot: Youropa
  • Youropa is a 3D puzzle platformer where you seemingly play as a delightful little person with a blob for a head. They’re protected by paint, though, and they die if it gets scraped off from falling too much.
  • Hypercharge: Unboxed is a co-op shooter where you take control of toy soldiers and pretend to be plastic badasses, sort of like the Army Men games.
  • What The Golf? is the golfing game for people who actually can’t stand it, like Putt-Putt on drugs.
Screenshot: Dungeon Defenders Awakened
  • Dungeon Defenders Awakened is a spin-off of the first game, which was absolutely wonderful and deserved better than its ill-fated, already-released sequel. It will be a timed console exclusive when it comes to Switch in February.
  • Do you want to pet the dog? Of course you want to pet the dog. Best Friend Forever will let you pet all the dogs when it comes to Switch on February 14, 2020.

Sometime In 2020

Screenshot: Eastward
  • Eastward is a new game being published by Chucklefish that has the looks as pixelated and beautiful as you’d expect.
  • Skater XL currently in Early Access on PC, where it’s had a mixed reception. We’ll see how it ends up looking on the Switch when it comes there next year.
  • The boat-making exploration game Spiritfarer is planned to arrive sometime next spring.
Screenshot: Phogs!
  • Phogs! is colorful and adorable and you play as a double-ended dog. It’s also slated to arrive in the first half of 2020.

Source: Kotaku.com

Forget Everything You Know About Gravity In This Beautiful Puzzle Game

Screenshot: Altered Worlds (Etherborn)

Playing Etherborn is like taking a hike through a series of colorful terraria that have been warped and torn apart by mysterious cosmic forces, causing gravity to shift like the sides of a Rubik’s Cube. It can be bewildering, but it’s never unpleasant—like a dream you can’t quite make sense of, but don’t want to end.

Out today on Switch, PlayStation 4, Xbox One, and PC, Etherborn is a puzzle game that plays on your perception of space and physics. One second, you’re running past a small clump of glistening shrubs; the next thing you know, the path you’re on has curved and taken you up the side of a tower headed to the sky. Moments later, you accidentally step over the side, only to plummet to a platform below it that connects you to the bottom of said tower, letting you stroll along its underbelly when you should be falling to your death.

The rules are simple enough, but they’re so counterintuitive that they never start to feel old. Your character, a translucent bag of pale flesh, can run, jump, and collect glowing orbs. If you run up a curved surface, gravity will reorient itself so that it’s perpendicular to the direction you’re moving. Hit a wall and you won’t be able to move past it, but find a ramp and you’ll be able to run up it, or maybe even fall on top of it from above. Every once in a while, the glowing orbs you find can be deposited into holes in the ground, transforming the landscape around you to create new paths forward—if you can grasp the invisible logic linking it together.

It’s a lot like if gravity were a rain cloud always hovering just above your head, so that no matter how you moved or turned, it kept you glued to the surface below your feet. Figuring out Etherborn’s puzzles is a lot like navigating an M.C. Escher drawing. Stumble around long enough and eventually you’ll find the exit. More likely than not, all it takes is putting one foot in front of the other and trying to walk as many as possible of the paths laid out in front of you.

This might sound tedious, but the scenery makes it all worth it. Beautiful background gradients fade from warm orange to fluorescent yellow, while pink stone bridges contrast with vibrant green paths. The overall look draws a lot from the colorful minimalism of Monument Valley. Although Etherborn feels less narratively and thematically sophisticated than that mobile game and its sequel, it also has the benefit of letting you explore its dreamscapes in 3D.

Despite being a short game, the type you could finish in one sitting if everything happened to click, Etherborn drew me deeply into its world. It was as if I had reached its ghostly plane of existence from deep within a meditative trance, one I’m eager to slip back into again.

Source: Kotaku.com

A Sparse Game About Pushing People Into Holes

Indie game Kids is about pushing, pulling, and squeezing bodies into holes and tubes.

Developed by artist Michael Frei and programmer Mario von Rickenbach, Kids is a series of physics mini-games about tiny little people. You can push them into holes, squeeze them through fleshy tubes and guide them as they swim through a dark void by clicking on the screen. The game is also about the point at which a series of bodies becomes a crowd.

As I played Kids, over time, I found it got easier to recognize the point at which a series of people became its own entity. Sometimes the screen would fill up with bodies to the point that thinking of them as individuals didn’t make sense. I realized at a certain point that I was no longer envisioning myself as controlling each individual person, but rather a large mass of bodies that had become its own thing. At one point, I had to guide a stream of people away from a hole by clicking on each one of them, and I realized that the stream of people just looked like a continuous river that would never end—the difference between a water droplet and rainstorm.

Kids takes around half an hour to play in full. In that time, it takes you through different variations on the same scenarios. First, you squeeze a body through one intestine, and then it splits off into two, and then three. There isn’t much to this game, but by keeping things simple, Kids never gets too convoluted or overly complicated. You rely on the same mechanics to get through every tiny puzzle in the game, and each puzzle is short enough that it doesn’t get frustrating.

Kids’ animation is fluid and beautiful in stark black and white, and the sparse music and sound design creates a melancholy atmosphere as you push people into a massive hole. What I’ll remember for a long time is the pitter-patter of footsteps in this game. At first, these light taps echo in the void, until they become an avalanche.

Source: Kotaku.com

Void Bastards Is Good But Getting A Bit Repetitive

I fell in love with Void Bastards before I even played a moment of it. The art style just instantly clicked with me in a way that rarely happens. I didn’t even know what kind of game it was until I started playing it earlier this week. It turns out this beautiful and stylish game is like a randomized Bioshock mixed with Rogue Legacy.

The basic gameplay loop in Void Bastards is simple and easy to understand. Players control a space prisoner who is sent out to gather things or complete objectives. To do this players explore a randomly generated map filled with space stations, starships, and other cosmic things and events. Each ship and station you explore is also randomly generated and filled various enemies and loot. My favorite enemy, by the way, are the small ones called juves. They just chase you around and call you a buttface constantly.

Essentially, Void Bastards breaks down into two quests. A larger and longer quest to collect something in the galaxy map and a smaller quest found in each ship to collect a specific part, which can be used to make new gear or weapons. Traveling around the map costs fuel and food. Run out of food and you will starve, run out of fuel and you are stranded.

This means you need to stop at ships to get more resources to continue your journey. Once you enter a ship, you can leave whenever you want, but it is usually smarter to first find the specific part that the game has marked before leaving. But these ships can be dangerous places.

For starters, each ship only contains so much oxygen. Every second you explore, your oxygen is ticking down. With smaller ships, this isn’t usually a problem. But bigger and more elaborate vessels become harder to fully explore and with more enemies to dodge and rooms to search, it can become very easy to stop monitoring your oxygen. Then suddenly you might end up in a situation like I was in, where I was surrounded by tough enemies, low on health, nowhere near the exit and almost out of oxygen. Things didn’t end well for me in that scenario.

But like Rogue Legacy and other roguelikes (or whatever the term is, I don’t care.) death is just part of the game. Each time you die, players keep their gear and weapons. But the in-game currency, Merits, are lost as well as food, fuel, and ammo. You respawn, as a new prisoner with some new traits and begin your adventure again from the start of a newly generated star map. These traits can be helpful, like finding more ammo or being more accurate with weapons. They can also just be silly, like a character calling everyone by their last name.

After a few deaths, I found my desire to push forward diminished. I also found the excitement of exploring ships began to lessen as I started encountering the same ship sections over and over within my first hours of play. As players put more time into the game, I could see this becoming very tedious and boring.

Luckily, the ships are gorgeous, even if you’ve seen them before. Different companies and factions have totally different styles. Some ships are very fancy, while others are dingier and reminded me of something out of the first Alien film.

While exploring these ships, players need to loot containers and deal with baddies. Players have a lot of options to deal with enemies and it heavily reminded me of Bioshock or the new Prey. You can sneak around enemies and use quiet weapons to take out any in-the-way enemies OR you can bring a heavy staple-shooting-shotgun and explosives, going full Rambo style. If you are chased, you can run away and hide or lock doors to stop enemies from following you.

As I pushed forward, I unlocked new pieces of gear to build, which helped make ships easier to explore. More health, to take more damage. Better boots, which helps stop players from sliding after stepping in oil and other gadgets and gizmos. All of this gear can be upgraded and all of it stays with you, even if you die. This makes each new character a little easier than the last time you played.

Unfortunately, the randomness of ships and enemy placement can cause some really weird spikes in difficulty and fun. Playing Void Bastards made me miss the handcrafted worlds of Bioshock.

Void Bastards really leans into its comic book art style in some great ways. Enemies make sound effects, which are represented in the world via comic book inspired text pop-ups. Menus all feel ripped out of a digital comic book too. Void Bastards just looks and feels cool in more ways than a lot of other games I’ve played this year.

I want to spend more time with Void Bastards, but I can also feel my excitement for the game starting to dwindle with each death and repeated ship layout. Though I’ll never get tired of the way this game looks, I might get tired of exploring the same rooms soon.

Source: Kotaku.com

Outer Wilds Is An Excellent Game About The Joy And Terror Of Space Exploration

Outer Wilds asks you to accept that if you went to space, you’d probably die there. Maybe more than once.

In Outer Wilds, out today for PC and Xbox One, you play an average four-eyed inhabitant of Timber Hearth, a small planet in a small solar system. Timber Hearth’s people live in log cabins but have nonetheless discovered space travel. On the night that the game begins, you’re scheduled to make your first flight out into the great mostly-pretty-known-at-this-point. After you get your spaceship launch codes and walk through a small museum to head out to the launch pad, a statue of a member of a mysterious alien race called the Nomai turns to look at you, opens its eyes, and reads your memories.

This was my first hint that Outer Wilds was going to be weirder and more dangerous than your average indie exploration game. I tried to take it in stride. I got in my ship, launched into space, and headed for the first planet I could see, called Giant’s Deep.

From Timber Hearth, it’s hard to discern much about the planets that orbit the sun. I gathered that Giant’s Deep was covered in water by talking to other residents, but I did not anticipate that it would be constantly covered in multiple different tornadoes that could very easily hurl my ship out into space, and me along with it. On one such expulsion, I lost track of where my ship even was, then drowned.

Then I woke up, again, outside of the launch pad. It was still the night of my departure—I talked to people and checked my ship. Perplexed but determined not to die on Giant’s Deep again, I headed to the moon, Attlerock, which was much calmer. I had heard a rumor that there was a Nomai ruin on the south pole, and I wanted to see it for myself. Not only was there indeed a ruin, but there were some Nomai scrolls inside, alluding to something called the “Eye of the Universe” that the Nomai were hunting for. The scrolls said that they were building a new device to find the eye on Brittle Hollow, the next planet out from the sun, so I got in my ship and headed there.

Brittle Hollow had a very literal name. The planet’s surface was a thin, ever-changing crust that circled a black hole. When I fell off the crust and into that black hole, it spit me out off the planet. If that happens while you’re in your ship, it’s just a matter of landing it back on Brittle Hollow. If you fall while, say, doing a platforming puzzle, you die and start again. Guess which one happened to me.

Outer Wilds is, at times, terrifying. The storms of Giant’s Deep are loud, and the planet itself is bleak. But even more terrifying is the electrified, pulsing heart at the center of the planet that you can see if you swim too deep. Brittle Hollow is beautiful from afar, but deadly up close. The feeling of falling into that black hole, knowing I couldn’t escape it, was like reliving the claustrophobia of a moment when a friend lost a little respect for me. The loneliness of it was jarring, even after I’d realized that Outer Wilds was gonna get weird.

Outer Wilds sets you up for an adventure, and I got so excited about it that I didn’t realize that it would come with risks. The ship you fly is incredibly janky, and its mechanic admits it’s a death trap if you confront him on it. Controlling it as a player is a bit of a challenge, as you steer by powering thrusters and have to take into account which direction gravity is pulling you. It is very easy to overshoot where you want to land and end up, say, at the bottom of the ocean.

Timber Hearth’s technology in general is unintuitive, which I love. It’s shitty in a very specific way that builds out the planet’s culture. It’s all made by a few people tinkering, with logic that makes sense to them but not necessarily to everyone. The scout system is a great example of this. There’s a possibility you’ll run into “ghost matter” on your travels, which can only be seen in photographs but will hurt you a lot. If you’re not close enough to see the ghost matter, you can send out a scout to take pictures for you. The scout just goes out in a straight line, and you have to press a button to take a picture, and then recall it. If you do manage to get a picture of the ghost matter with this method, you’re still not going to really know where it is until you’re standing next to it. I barely send out scouts, but I love knowing that someone on Timber Hearth specifically made them to work in this really dumb way, presumably because it was the best they could do.

The Signalscope is easier to explain—it’s basically a telescope with a simple radar attached. It’s my favorite thing to use in the game. You mostly use it to find other space travelers, who have taken up residence on different planets in the galaxy. Each of these residents has been given a particular musical instrument, which you can hear if you look through the Signalscope and try to find them. Sometimes, from the moon, I was able to line up all the planets and for a few seconds hear all the instruments in concert.

Then, I pointed my Signalscope at Timber Hearth and heard a harmonica. According to people I talked to back home, the harmonica was given to Feldspar, who went off into space and then disappeared. That constricting feeling of being alone came back as I realized how much about this galaxy and its people I didn’t know. That gave way to a deeper, more satisfying feeling, like when you open an unexpected gift and it’s exactly what you wanted.

I do not know all the secrets of Outer Wilds galaxy, but I can’t wait to untie this ribbon, tear off the paper and figure everything out. Sure, I’ll die—probably a lot of times—but the excitement of discovery outweighs the fear of failure. In fact, that failure is part of the process. That’s what I think about when I talk to the residents of Timber Hearth. They wanted to know what was out there so badly that they didn’t develop much technology beyond what would take them off their planet. As I continue to play, I hope to show them that their gamble was worth it.

Source: Kotaku.com

Don’t Split The Party Is A Game About Petty D&D Players

Sometimes the hardest part of Dungeons and Dragons is making sure your friends don’t start yelling at each other. Indie game Don’t Split The Party charmingly captures that challenge by putting you in the role of Dungeon Master—and peacekeeper.

Don’t Split The Party is a text-based game where you play as Brynn, a young woman who has just come back from an extended stay in London and is now in the States to play D&D with her regular group. When they all gather together, it’s clear that two of the friends, Allison and Lance, have had a falling out while Brynn has been away. Franklin and Ruby just want to play the game, as they’re at the final boss, Lady Malacatha, but Allison and Lance can’t stop snarking at each other.

When I run tabletop role-playing games, it quickly becomes apparent if players get tense or bored. It’s then my responsibility to keep things moving. When I tried playing the new tabletop RPG Comrades, which has leftist activists from very different walks of life trying to get along and fight the man, I very quickly realized that ideological differences were going to come up during play. I needed to figure out how to both let players express themselves and feel like they’re being heard while making sure they tended to the mission at hand.

In Don’t Split The Party, the characters aren’t arguing about politics. They’re arguing about the far more fraught world of musical theater—Allison wants Lance to help her put on a musical, but Lance ends up being flaky to further his own career. Their sides of the argument are expressed through how they play. Allison tends to try to think of strategies that benefit the group and pressures other people into just going with her plan. Lance tends to hog the spotlight and not think about the rest of the party. With dialogue choices, Brynn can choose a side by allowing either Allison or Lance a chance to shine.

On my first try, Allison and Lance mostly kept it together and were mostly getting along by the end. While I appreciated the apparent compliment on my skills as a DM, I wanted drama. In my second run of Don’t Split The Party, Allison and Lance did yell at each other right before the final confrontation with the evil Lady Malacatha, leaving everyone else in the room to look on awkwardly. While they still patched things up by the end, I definitely understood how letting Lance steal the show and chew on scenery time after time made Allison frustrated, especially when it resulted in other party members losing up to 80 health. Ouch!

Don’t Split The Party sheds light on the invisible aspect of managing people’s emotions when you’re hosting any kind of tabletop game. Even collaborative games like D&D can bring out people’s competitive sides or be susceptible to subtextual disagreements. I liked navigating this group’s social problems while they navigated the problem of a witch that can turn into a dragon. I’d love to join them on their next campaign, if Allison and Lance can get their shit together.

Source: Kotaku.com

Upcoming Pupperazzi Is Like Pokemon Snap With Dogs

Pupperazzi was announced yesterday by indie studio Sundae Month and it looks to be a game where players will run around and just take photos of cute, cool and funny looking puppies. Sounds like we need to start game of the year discussions a bit earlier than usual.

Players will share the photos in-game via social media and will have to make choices on not only what dogs they photograph, but where and how they snap the pics. Pupperazzi will feature a single-player campaign, but you don’t have to play alone.

The game will also support local multiplayer, allowing dog photographers to compete with one and other. Players will also be able to upload photos they love and share them for other dog watchers to appreciate.

No specific release date was given beyond 2019. But later this year you can start taking photos of digital puppies.

Source: Kotaku.com

Upcoming Pupperazzi Is Like Pokemon Snap With Dogs

Pupperazzi was announced yesterday by indie studio Sundae Month and it looks to be a game where players will run around and just take photos of cute, cool and funny looking puppies. Sounds like we need to start game of the year discussions a bit earlier than usual.

Players will share the photos in-game via social media and will have to make choices on not only what dogs they photograph, but where and how they snap the pics. Pupperazzi will feature a single-player campaign, but you don’t have to play alone.

The game will also support local multiplayer, allowing dog photographers to compete with one and other. Players will also be able to upload photos they love and share them for other dog watchers to appreciate.

No specific release date was given beyond 2019. But later this year you can start taking photos of digital puppies.

Source: Kotaku.com