April 2014

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I want to like Moebius: Empire Rising, because it has some interesting things going for it. Malachi Rector is an interesting mix of Indiana Jones, Nicolas Cage’s character in National Treasure and Sherlock Holmes. I want to see him on the big screen played by Robert Downey, Jr. or depicted in a comic book, in which low-quality models and animation won’t trample on the atmosphere. And most of all, I want to experience the story and hear Rector’s internal thoughts, without having to sit through an underwhelming set of mechanics to do it. READ MORE

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Mercenary Kings has a lot going for it. The list of features is exhaustive, the number of weapon combinations available is immense and the pixel art is nothing short of jaw-droppingly gorgeous. Mercenary Kings is channeling Metal Slug hard, and it works. The chunky aesthetic fits the military motif very well, but while there are more than enough missions to go on, I wish there was more variety in visited locales to show off the art even more. READ MORE

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RedLynx’ hit series, Trials, began as a web release way back in 2000. It was a simple, mindless distraction, but one many couldn’t stop playing. It wasn’t long before the formula begun taking new form, shifting from a basic (albeit addictive) little game into something much larger. Trials Fusion, the latest in this series, features a new, futuristic coat of paint, but maintains everything that made it noteworthy to begin with.

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When examining many recent indie releases, it can be easy to pinpoint their influences, especially since so many proudly focus on them. The same is true of Strike Suit Zero, the first title from Born Ready Games. Following in the footsteps of classics such as the Star Wars: Rogue Squadron series, Strike Suit Zero is the studio’s attempt to revitalize (and redefine) the space combat genre. It’s a refreshing take on a well-worn formula, although it tends to ignore variety in favor of its particular brand of combat.

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How hard can it be to move from point A to point B? A lot of the most basic games out there have this as their sole mechanic: Candy Land, Chutes/Snakes and Ladders, Sorry!, Trouble and many others. It’s not usually a premise we see in modern, European-style board games, although you can still distill a few of them down to this simple challenge, like RoboRally or River Dragons. Gravwell: Escape from the 9th Dimension, the debut design from Corey Young (published by Cryptozoic), asks this in the most straightforward manner yet. All you have to do to win is advance 54 spaces from the center of the board to the end of the single track. Sounds easy enough, right? READ MORE