The thing about LEFT! the thing RIGHT! about Hyperun RIGHT! LEFT! is that it’s extremely hard to RIGHT! OH GOD! RIGHT! to keep a train of LEFT! of thought while focusing RIGHT! LEFT! RIGHT! on the track. BOOOOM! Aw, dang it…
Let’s try again…
Hyperun in an infinite racer from the good folks at Concrete Games. LEFT! 360! You get to drive a fly ass looking space motorcycle RIGHT! BACK FLIP! space motorcycle down a DOUBLE FRONT FLIP! LEFT! LEFT! infinite track collecting speed up money things and LEFT! going LEFT! increasingly LEFT! RIGHT! KICKFLIP! BOOOOM! … fast. Increasingly fast. So fast. Eventually you will crash and blow up.
One more time…
The gimmick is a turn-on-a-dime drift mechanic. RIGHT! Your cycle snaps around turns LEFT! like momentum wasn’t a KICKFLIP! RIGHT! wasn’t a thing. Also, check it… LEFFFFFTTT! See that big ole drift I just RIGHT! wrote. You can wrap up mad RIGHT! BACK FLIP! 720! mad points by drifting for long distances. RIGHT! LEFT! You have two possible LEFT! goals in Hyperun, top speed RIGHT! LEFT! and trick points TRIPLE KICKFLIP! BOOOM! Aw, man…
One more time…
Hyperun looks fantastic. The cell shaded RIGHT! backgrounds and cycles. The ultra bright LEFT! REVERSE 360! colors and the bumpin’ soundtrack all combine LEFT! RIGHT! LEFT for a just straight-up-no-foolin’ fun experience. BOOOM! Ooops…
OK, just one more…
In conclusion Hyperun is simply an extremely 360! RIIIIIGHT! fun indie racer. Like many good indie games LEFT! RIGHT! it takes a simple mechanic, exploits that basic mechanic for all it’s RIGHT! LEFT! RIGHT! phew… all it’s worth RIGHT! and adds a coating of retro inspired graphic. LEFT! LEFT! It also has no small amount of RIGHT! mobile style addictive-as-cocaine-just-one-more-time design. RIGHT! KICKFLIP! BOOOOM! Ugh… I could quit anytime though,,,
While all of you are galavanting around at TGS, the Burpy crew are enjoying a quiet weekend at home, nursing our wounds and sulking about how we’re not at TGS. It’s okay though, because we still have the memories of BIC Fest 2017 to get us through until BitSummit in May.
It’s going to be a long 8 months.
Until then, let’s talk about all the great stuff that happened at Busan Indie Connect this year.
We went to Busan.
A bunch of cool peeps came to Busan, too.
We got drunk on the beach.
I interpreted on stage for a bunch of cool people. @curttheinvert trolled Microsoft on stage.
We played a lot of games.
We got drunk at the beach.
We forgot to learn what Azure was.
So much fun. Of course though, while it is super important to get drunk on the beach and meet with cool people, it’s also important to play video games. So many good choices this year, too. Project.99 was there in full effect with like a million games on a million laptops. To the Hell made what has to be it’s 3rd appearance at BIC. Racers: Dirt came back, but as a Sony title. It’s really nice to see the full circle on titles. Redout, too. They were heavily in development at BIC 2015, and now they’re on like every system. All good things.
However, with this post, I want to give you, in no particular order, my top 5 out of all the new stuff I saw this year. I mean, new to me at least.
Do Not Feed The Monkeys (Fictiorama Studios, Q4-2017)
Do Not Feed The Monkeys combines the text-based tension of Papers Please with a teensy bit of Phoenix Wright with um… Sliver? Basically, you’re duty bound by this secret society to watch unsecured webcams, called cages, and report back what the monkeys, the people you’re spying on, are doing. Your mandate is to only watch, but since the society doesn’t seem to pay you, you may be forced to make some… choices. You can take a job, or you can decide to start blackmailing the monkeys and see how far you get before the society comes in and shuts you down.
Honestly, there’s not a lot of gameplay here, but I pretty much had to be kicked off the demo because I hogged it for too long. There’s something about voyeurism and blackmailing people (come on, like there was ever a choice) that really draws your attention.
Oh, and I think one of the monkeys is Hitler.
HP Sword (TGB)
HP Sword is a decent platformer with a solid gimmick. The size and power of your blade is proportional to your HP. You can also use part of your HP as a projectile. This creates an effective risk/reward system by allowing the player temporarily losing power to get in a really good hit in, but it also puts a bit of pressure on if you’re doing poorly. Overall though, it’s pretty balanced. Very little information on it in English. I’ll do a proper review when I can get my hands on a copy.
Hyperun (Concrete Games)
Hyperun is a racing game with no acceleration button. No brakes either. Basically, you just keep going, faster and faster until you fuck up. Using WASD lets you strafe, using the arrow keys lets you make an on-a-dime 90 degree turn. While strafing is pretty important to pick up speed boosts (and I think health boosts?) making those square corners at higher speeds is where the difficulty comes in. You can hold down an arrow key to drift before the corner, but I’ve found that it’s easier to just to try to time the corner well. I like the twist this gives to racing games.
Tiny Clusters (Thibaut Mereu)
Tiny Clusters is a cute little game that you can get a demo of on itch right now. It’s a really good take on platforming puzzlers. You’re a little space dude, just trying to get by in this alien-eat-alien world… space. Luckily he has you to help him out by rearranging his world to let him get through. It’s surprisingly tricky, in a similar vein to Snakebird. I’ve only played the demo, so I don’t know if you get more screens to swap around, or if the different environments in each of the chunks will have different roles to play, but I’ll do a proper review on this one too when it comes out.
Legal Dungeon (Somi)
This is another political game by Somi, who made Replica about a year or so ago. As far as I understand, in the US, a grand jury decides if the government will indict a person for a crime, but in Korea, the police and the prosecutors decide. This game is about that process, where you play as a cop going through documents trying to find clues that point to a person’s guilt. Knowing Somi, this game will be about the fine line between finding evidence, and placing that evidence blindly into the narrative you want to promote. I don’t see this game having as big of an appeal as Replica, but I still found it pretty engaging.
That’s it. @curttheinvert will be around soon with his round up. I’m going to go work our next game and try to forget TGS ever happened.