The Joyous Destruction Of Broforce

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After the slow-paced, thoughtful Star Trek: Judgment Rites, I decided I wanted to play something more action-packed. So I went all out with Broforce, by Free Lives. After all, sometimes you just need a game that’s full of explosions. Broforce is an action platformer homage to 1980s Hollywood action films, and underneath its cacophany of gunfire, airstrikes, and ballooning body count, it’s actually a very smart design.

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History Lessons: Star Trek: Judgment Rites

You can read other History Lessons posts here. And, as always, you may click on images to view larger versions.

Oh dear. When I wrote my History Lessons post about Star Trek 25th Anniversary, I intended to play its sequel Star Trek: Judgment Rites soon afterwards, with only a short break between. A few months at most. But it’s been over a year now. What happened? Oh, right: Solium Infernum happened. I suppose that justifies some delays. Now I’ve finally played through Judgment Rites, although it was too late to fit into my Star Trek watching spree which served as motivation for playing Star Trek 25th Anniversary. I’ve not only finished watching all the old shows and films, I also watched the debut season of the new show, Star Trek: Discovery (brief synopsis: I had many reservations at the beginning but by the end I was entirely on board). Since Discovery serves as a prequel to the original series, and is hinting at more direct connections to original series characters in its upcoming second season, I figured it was high time to finish my adventures with Captain Kirk and his crew.

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It’s Been A Long Time: Iconoclasts

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I’ve been waiting for Iconoclasts for a long time. I first found out about Konjak’s games around 2007 or so, playing through Noitu Love, Legend of Princess, and some of his unfinished projects like Mina of the Pirates and Ivory Springs — the latter of which was his first attempt at the concept which eventually became Iconoclasts. Later, I enjoyed Noitu Love 2 (and wrote about it), as well as Konjak’s playable teaser for Iconoclasts (back when it had a “The” in front of the name) which arrived way back in… actually I’m not sure when it appeared, but I mentioned it in my 2012 post about Noitu Love 2, so it was sometime before that. Iconoclasts has been in development since 2010, you see, and given that Konjak had released a few unfinished and abandoned games before, I feared Iconoclasts had followed suit. I was wrong. Iconoclasts finally appeared in January, and I’ve finally played it.

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Going Inside

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Inside is Danish developer Playdead’s follow-up to Limbo, which was released way back in 2010. I wrote about Limbo in the early days of this blog. Looking at that now, I see that I honored the stylized all-caps naming for that game, but I cannot bring myself to do so here, for Inside or Limbo. Sorry.

Inside has obvious similarities to Limbo. In both games, players control a small boy in a dangerous and creepy environment, presented through highly stylized art. Inside has evolved that artistic style, translating the visuals into a 3D, flat-shaded style that is predominantly — but unlike Limbo, not entirely — monochrome. The boy is also more realistically proportioned this time around, without the exaggerated large head from Limbo. But the art is similar enough to be recognizable, and in both games the boy begins in dark woods, with no explanation. Players can move left or right, jump, and perform context-sensitive interactions with the environment, and must use these simple controls to explore and survive.

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The Mysteries Of Superbrothers: Sword and Sworcery EP

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Superbrothers: Sword and Sworcery EP is one of those games that I picked up not long after release but never got around to playing, until now. Its distinctive art style made an impression on me at the time, and I recall seeing lots of discussion surrounding it after its 2011 release, but somehow I never read much about it, and when I finally decided to play it I went in knowing almost nothing. Having everything be a surprise was a real pleasure, so I have tried to write about it without revealing too much.

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The Future Sound Of Mushroom 11

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When I first heard about Mushroom 11, I was intrigued by its core concept: players control a strange amoeba-fungus creature by erasing it, using a glorified version of the eraser tool found in most graphics editing software. Erasing the creature causes it to regrow itself from the opposite side, so the creature can be made to move around and change shape. A puzzle platform adventure based on this idea sounded interesting. But what really got my attention was when I watched a trailer and recognized the music. It was The Future Sound of London, one of my favorite electronic music artists. Some quick searching online revealed that The Future Sound of London provide the entire score for the game, mostly in the form of previously released tracks, but also with a few that can’t be found elsewhere.

Well, then.

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The Complete Infernal Medicine

At long last, the epic Solium Infernum diary known as Infernal Medicine is complete! There are links to each portion of it below. I’d like to extend the warmest thanks to my contributors Anonymoeba, Baleygr, and Codename Duchess for making this possible. They are fine, upstanding citizens… er, I mean vile, conniving fiends.

Part 1 (Turns 1-10)
Part 2 (Turns 11-20)
Part 3 (Turns 21-30)
Part 4 (Turns 31-40)
Part 5 (Turns 41-49 and the epilogue)

Solium Infernum is available directly from developers Cryptic Comet. If you like what you see, and you think you’re ready to step into the inferno, drop me a line and I’ll be happy to host a new game.

Read on for a few (spoiler-free!) final thoughts on Infernal Medicine.

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