Friday, February 17, 2012
The Friday Review: SPAZ (PC)
review by Peter
Space Pirates and Zombies calls up memories of games like Star Control. You explore a procedurally generated galaxy filled with life, blasting anything you want into floating debris. It strikes a good balance between tactical and arcade game play, and does a magnificent job of presenting a galaxy that feels alive. One example of this is the completely random content in systems without specific missions or events. Sometimes you will warp in and find an asteroid field littered with resources, other times you will warp into the midst of battle. Life goes on even when you aren't present to observe it.
You start with a very small fleet of ships and a quest to reach the center of the galaxy. You directly control your ships one at a time, but can give very basic commands to the other ships in your fleet. Ultimately, battles will hinge on your skills as a pilot more than as a commander. You have what amounts to two forms of currency, rez and goons, which you can collect from missions for the various factions and characters you meet throughout the game. You can also do things like hanging around hotels or mining outposts, and scavenge what you need. The flexibility in resource collection is pretty nice. A lot of the time I would just run blockades guarding the warp gates in the general direction I wanted to go and pick up what I needed as I went. You will meet only a few factions in the game, but they are not in communication with each other, so souring the relation with a faction in your current system will not affect relations in any other system. The disconnect between the various systems in the galaxy feels very contrived at times, but it allows you more tactical freedom.
The physics are surprisingly detailed. Projectiles will glance off your ship at high angles. Explosions will push you around. The weightlessness of space is portrayed well.
The story is a little thin, but it's mostly a vehicle to keep pushing you through the game, so it's a minor annoyance. The voice acting by Totalbiscuit was fun. I have seen people complain that it is bland, but, considering the game's universe, I feel it adds to the atmosphere of the game perfectly.
The graphics are not ground breaking by any means, but there is great attention to detail, and the amount of ambiance floating behind you is incredible.
The humor is a constant treat. The random broadcasts; the quips of "rescued" goons in space; the description of ships and modules; and even the holiday mods the developer's created, all add to the fun and quirky feel.
With 33 ships to collect and 70 unique components to add to them, there is endless variability in what ships you can design. You can hunt down specific technologies to make an agile brawler, or a clunky ranged missile launcher. It's all up to you. There is a definite feeling of grinding for resources and technology, but if you are like me you won't notice too often. After all, there's nothing more satisfying than punching through an enemy fleet with a ship custom fitted to you, and with a new galaxy generated for each play through replay value will not be an issue.
Friday, January 27, 2012
The Friday Review: Orcs Must Die! (XBLA, PC)
review by Casey
Friday, January 20, 2012
The Friday Review: From Dust (XBLA, PSN, PC)
review by CJ
Monday, January 16, 2012
Choose the Next Keflings DLC - Vote NOW!
Voting is LIVE!!! Head over to PlayXBLA to cast your vote for the DLC you want us to make (and win a chance to be Kefling-ized!)Monday, January 09, 2012
You Choose the DLC!
Trouble is, we don't know what it is! We need you to help us decide. This week Play XBLA will be unveiling three (not 1, not 2, but 3!) different DLC concepts, and next week the voters will decide which one gets made.
Operators (myself) are standing by to post the different themes as they are announced Monday, Wednesday, and Friday this week. Enjoy!
Friday, January 06, 2012
The Friday Review: Rock of Ages (XBLA, PSN, PC)
- You control a big boulder and smash stuff along a zany obstacle-ridden path, ultimately crushing your opponent in person after leveling their fort door. You crush stuff. With a big rock. It's not subtle, but it's fun.
- Controls are surprisingly tight for driving a big slab of stone. The titular rock handily ignores many Newtonian rules of rock-rolling and it's relatively easy to roll back uphill if you happened to miss something.
- Winning seems to hinge on solid steering, good timing, and smart defenses. I like that all are important, though I'll readily concede that's a matter of taste.
- Sounds are solid. The whimsical music feels appropriate and the characters, for all their simplicity, work well. Smashing stuff and sending bystanders screaming is satisfying.
- 300, Castlevania, Greek legends, great art and artists... nothing is sacred, and the Greek ancestry of this game runs deep. It's funny in a twisted sort of way, but never really mean.
- Falling off of the track doesn't hurt, it just costs time. Smart call, that.
- There are shortcuts in some levels that make exploration rewarding. Sometimes they make it too easy to win, but sometimes that's exactly what you're looking for.
- Varied alternate boulders make for some fun experimentation.
- The game's demo is good for getting a feel for the core mechanics.
- Most forts will take three hits. It would have been nice to have a bit more variety or fudge room, especially in harder levels... but on the other hand, that does mean bouts are relatively quick.
- Spatial awareness and camera control are very important. The automatic camera is decent, but it may take time to get used to controlling the camera and finding your way around some of the occasionally large and convoluted maps. Thankfully you can invert the camera controls, if you're so inclined, and there are helpful signs to suggest a route to the enemy.
- Lack of good feedback on the defensive part of the game. You need to build structures to trip up the other player, but it's not terribly clear how well they actually work, or when they will actually be functional. You'll get used to it, but that comes with time, not explicit instruction.
- Those fun alternate boulders typically aren't even necessary, and are too easily broken.
- The game's demo doesn't really hint at the crazy level design that shows up later. Don't expect the whole game to be as straightforward as the demo.
- Count Vlad Dracula and the personification of Plague. Blame that on the Medieval artists, though. The bosses are creepy, too. On the plus side, that makes smashing them more satisfying.
Fudge or Chitlins?
Monday, January 02, 2012
Happy Holidays!
We hope you all had a great time with the holidays these past couple weeks. The Friday Review will continue again this week, and for those of you who may have missed out on the mystery, check out playxbla.com for some fun clues!
Hint #1
Hint #2
Hint Hint & Hint #3
Hint #4
Hint #5
Hint #6
Hint #7
It all begins to come together...
FINALLY!
Friday, December 16, 2011
The Friday Review – Muffin Knight (iPhone, Android)
Here's the breakdown:
- +5 Visuals of Stunningness - the game has really fun graphics; a color pallet that sings; and a good amount of visual polish; all beautifully executed without totally bogging down my phone's hardware (Galaxy S).
- +4 Game Mechanics of Cleverness - at its core Muffin Knight is a platformer and, as such, automatically gets a +1 right off the bat in my book. It also happens to be a GOOD platformer with tight controls. The best part was the various character abilities. Every time you gather a prized muffin you randomly switch characters. Each character has a unique attack style, so you have to constantly change your strategy based on what character you happen to be playing.
- +2 Strategies of Power - the game does a great job of using the interplay of level design and character abilities to create interesting strategies. Each character has a strength - kill lots of guys with the archer; utilize long platforms with the pumkin king; lay a crap load (literally) of traps all over as a safety net with the unicorn, etc. Good stuff.
- Unlockables of Ultimate Collectability - I love games with unlockables/collectibles. I think it's almost always a good idea to work this mechanic into games when possible. In Muffin Knight, the more you play the more characters you unlock. You also unlock more levels for scoring highly. On top of all of that you can also level up each character multiple times with XP that you earn by playing. The game really maximized the replayability, and it worked.
- When I downloaded the full version of the game, for some reason it wiped out all the progress I had made in the trial. LAME. I had achieved some serious progress in the trial and it all went down the crapper when I downloaded the full version.
- On-screen-controllers are never my favorite thing, and in this game, as in many others, it was easy to botch them. Overall it’s not horrible, but there were many times that I missed the button I was going for, or accidentally pushed the wrong one, simply because a screen doesn't work very well as a controller. The player needs tactile feedback to be completely successful with a controller - something that phones just don't provide. That said this game was a lot better than some.
- The game provided a lot of really good content in the trial version. Too much in my opinion. After I spent the 3 bucks and bought the full version I found myself wondering why. It's true that you can only play on the first 3 levels in the trial mode, but those are my favorite levels anyway. I don't know if there's a cap on the number of characters you can unlock in the trial, but I never ran into it - you can unlock a ton! And the full version advertised "boss battles", which ended up very disappointing. The "boss" in the lava level just hangs out in the background. You never fight him directly! Boo.
Tuesday, December 13, 2011
NinjaBee Costume
http://sailorcrafty.blogspot.com/2011/12/ninjabee-mascot-costume.html
Monday, December 12, 2011
Keflings comes to Android and iOS with OnLive Release!

It's finally happened - you can now play A Kingdom for Keflings on your iPad2, Android tablet or smart phone! The game released on OnLive last Thursday, adding in new, native touch controls. The mobile version was released simultaneously with the new, free OnLive app that will allow you to play OnLive games on Android and iOS devices.
Friday, December 09, 2011
The Friday Review: Age of Booty (XBLA, PSN, PC)
review by CJ
Yarrr mateys! If you’re looking for some fun pirate action, or just a good multiplayer game to enjoy with friends, Age of Booty is worthy target. In this real time strategy game you take control of a pirate ship, with the goal of sacking and capturing as many towns as possible to take control of a map. Resource collecting is an important aspect, needed for upgrading your ship and towns defenses and offenses, but such resources are won by sacking villages, sinking merchants and other pirates, or capturing towns. Sinking merchants can also win you fun bonuses such as bombs and whirlpools, which can be used to surprise your enemies in an otherwise losing battle. Play through the entertaining campaign solo, or play with friends online or local. I was excited to find that the game also came with a map editor, a veritable “cherry on top” in my book.
- Worthy challenge. The single player campaign starts off easy, and increases in difficulty at a great pace. It ends with a bang, as well, the final map being nearly impossible, giving the player a great sense of accomplishment once won.
- Pure entertainment. This is a fun game that doesn’t take itself seriously. Easy to play for just a few minutes or hours.
- Odd controls. The point and click controls work great for PC, but feel a little awkward on a console.
- Predictable AI. There are a few tactics you can use that will almost always guarantee victory over the AI. This can take away from the difficulty and fun.

Friday, December 02, 2011
The Friday Review: Outland (XBLA, PSN)
review by CJ
So I know that last week's game featured the excessive use of the color black, and I realize that this week’s game does as well. But this one also features red and blue. Actually many of Outland's environment backdrops are very colorful, and all of them gorgeous. This game is mainly a puzzle platformer, with some great combat, varied enemies and seriously epic boss battles. The side scrolling maps are set up similar to games like Castlevania and Metroid. There are co-op aspects to the game, which I was unfortunately unable to try, but the game stands up well enough on its single player, which features a captivating story. The games main mechanic revolves around switching between 2 aspects, Light and Dark, allowing you to pass through dangerous puzzles and fight enemies. Outland also gifts players with useful and fun powers as the game progresses, which increases the intensity of both the puzzle solving and the combat. Throw in some hidden treasures and purchasable upgrades, and you have a fantastic title worth a look from anyone.
- The little things. Background music, interactive environment, sound effects, the lighting; each of these things add up to make a rich experience, pulling you into the world and making you feel a part of it.
- Epic! From a story that puts the fate of the world in your hands, to intense boss battles, Outland makes you feel like each moment is an important step forward on an epic adventure.


Friday, November 25, 2011
The Black Friday Review: Limbo (XBLA, PSN, PC)
- Great puzzles. They started out simple and rose in difficulty over the course of the game at a good pace. Also, I never felt like I was repeating similar puzzles. Of course, 2 hours worth of unique puzzles is much easier than, say, 5-10 hours worth, so it only gets minor points for this. the game's overall value.
-Got it half off! I think that $7.50 (600 MS points) is a decent price for this game, but I wouldn't want to pay more than that.
-Poor puzzles. Ah, I know I put good puzzles in the Pros, but unfortunately there were some bad ones as well. Some of the later puzzles were more the “trial and error” type rather than the “figure this out” type. They involved dying over and over again until you were able to time an action just right, or find the nearly impossible to see switch as you fell quickly through a busy scene. This isn’t puzzle solving, it is annoying. Of course, if these puzzles were replaced with the regular kind the game may not have taken a whole two hours…
-You guessed it! Length. I can’t imagine someone paying $15 for this and not being angry 2 hours later. It hurts me because I feel like this game was very high quality in every other aspect. There are also a lot of other high quality games out there which charge $10-$15 and offer several hours of game play and high re-play value.


Side note: It's only $9.99 on Steam, and currently (at time of post) 50% off. I think $5 is a perfect price for this game.
Wednesday, November 23, 2011
Akimi Village on Sale on PSN!

Friday, November 18, 2011
The Friday Review: Dungeon Defenders (XBLA, PSN, PC)
PROS:
Introducing "The Friday Review"
Hi everyone! This is Matt Bockholt (aka Captain Jax), and I’m happy to announce “The Friday Review” on the NinjaBee blog. Every Friday I, or one of my fellow flying insects of death, will be reviewing a game here on the NinjaBee Dance. Our purpose? To force our superior and correct opinions upon the masses…Actually, it’s just because not only do we love to make video games, we also love to play them, and in the playing of them we often discuss their pros and cons, spreading the happy news of rare finds (like a red rupee popping from a patch of freshly cut grass), or warning against the snarly hidden teeth beneath cute and fuzzy exteriors (like Jason, from QA).
First of all let me assure you that these reviews will in no way reflect the opinions Wahoo Studios or NinjaBee itself (such opinions—if they exist—could not be expressed using any tongue spoken by man), but are only the mad ramblings of those who write them. Second, let me also assure you that our purpose is not to demean other publishers and/or developers. We love our fellow game creators, and want them to continue doing the awesome job they are. But we’re not afraid to point out the parts we don’t like.
We hope that you will express your opinions in response to our reviews, and we can discuss in friendly manner the creations that fuel our gaming hobby.
Wednesday, November 09, 2011
Fusion: Sentient out today for Windows Phone!

As mentioned in our last post, from time to time we do contract work for publishers who need a development team to work on a game for them. When we do contract work like this we release the game under Wahoo Studios - our second name.
Fusion:Sentient is a futuristic RTS that lets you control a group of really powerful robots called Sentients. The game released today for Windows Phone 7. It's a companion game to an XBLA game called Fusion: Genesis, which was developed by Starfire Studios and also was released today. You can level up your Sentients on your phone and then send them to your Xbox and play with them there, and vice versa.
Tuesday, November 01, 2011
Family Game Night 4 is in stores today
Monday, October 31, 2011
Halloween at NinjaBee!
And because nothing says Halloween in Utah like a donut-on-a-string eating contest -


































