Kite Review – Old School Shooter on Overdrive

You know what I miss about the ‘80s? The big hair. The catchy pop music. The fashions. The over the top movies and video games. The colors, the fonts, the technologies slowly coming to fruition. The ‘80s aesthetic, in general, is something that I…dare I say, yearn for? And yet I know we’ll never return to those glory years, a period in time only to be remembered by misguided pop culture attempts that don’t do these radical years justice..

But when I played Kite, I was transported back to that time. Once that music booted up and those graphics flickered on my screen, I was immediately a kid again, sitting on my dad’s old computer, typing in DOS prompts to get into the game.

Kite encapsulates all that is good about the ‘80s, and I am all about this life.

Kite, currently in alpha, is being developed by Lab Cat Games. This one man team dove head-first into game development after quitting his day job to pursue his dream of making video games. After a few weeks and a lot of sweat, blood, and tears, a prototype of Kite emerged, and anyone who played it fell in love. It was then that Lab Cat Games knew that there was no turning back, and that Kite had to see the light of day.

kite 80s action game

Lab Cat said he was inspired by the video games of yesteryear, such as Zombies Ate My Neighbors, Smash TV, and The Chaos Engine. He wanted to bring back the same rush he got from these games as a child and implement them into modern gaming. Kite can be found as an Early Access offering on Steam for $9.99, but he is urging fans to visit the Kite EquityArcade campaign where he is raising money through equity-based crowdfunding. Gamers invest in Kite instead of donating to it, and for as little as $25, they can own a portion of the game and even make money from it once Kite launches.

The story is pretty in-depth. There was a great war that had recently ended, and humanity was trying to move on from the horrors that they had experienced. Nature became one with technology, and mankind was looking towards a better, brighter future. Yet on the brink of Utopia, there are still countless mobs of rebellious robots that would stand in the way of peace. Only a super soldier could dare defy the masses and bring calm to the lands once and for all.

Enter Mags, the ultimate bionic woman. She was scientifically created to kick as much metallic ass as possible, and nothing can truly stand in her way. As she blasts through Charge Bots, Slice Bots, Bouncing Betties, Crab Bots, Hyper Turrets, Prox Mines, and more, she collects fallen items that can later help her upgrade her weapons, defenses, and other systems. As she gets stronger, so too do her enemies, but she’s not afraid of a challenge and won’t back down from a fight.

kite character upgrade screen

Controls and Feel:

The controls are standard – WASD keys move Mags, and Tab progresses the dialog. Both the right and left mouse buttons control the weapons, middle click allows you to switch set, and use the scroll button on the mouse to dual or single wield. Q and E control her abilities, and R allows you to switch buffs. Space bar will make Mags sprint, Shift induces slow-mo, and tapping a direction twice will allow for a quick boost of speed. Every single control is fluid and moves seamlessly, which is absolutely critical in a top-down, twin-stick bullet hell.

Lab Cat mentioned that he wanted to bring back the feel of games like Zombies Ate My Neighbors, and that is 100% what this game feels like, but in an ‘80s post-apocalyptic kind of vibe. First impressions on gameplay took me back to that immediately, and I was transported to a time when, even though the graphics may have seemed simpler, the gameplay was far more complex. With no real tutorial, no mini-map to tell you where to go, no easily located objectives, and the sheer onslaught of enemies, Kite brought out the very best of ‘80s games and made them relevant again in the most radical way possible.

kite gameplay

Graphics and Gameplay:

I think the best part of my experience with Kite is showing this game to my dad, a gamer from the ‘70s and ‘80s. He took one look at the screen and went “wow, this game looks ancient!”. To me, it validated what must have been agonizing effort on the developer’s part to make this game look authentic as possible to its 16-bit predecessors.

The scenery is absolutely stunning. Each level is just eye-candy. There’s a color explosion on every screen, and your brain will wonder what kind of drug you just did to receive such incredible input. Each tree, mushroom, bullet, and enemy is just a blessing when it all comes together to make one pleasing backdrop for me to shoot the shit out of it all. Everything about it is so deliciously retro and lends legitimacy to the “ancient-looking” claim. The graphics get a solid A+ for every perfectly placed pixel.

Gameplay is just…fun. This is what fun was like back in the day. Battling endlessly through throngs of enemies, getting weapons upgrades, trying to beat that one level that has just too many baddies or too difficult a map…this is exactly what video games used to be like. If you miss the games of your childhood, you’ll appreciate all that Kite has to offer in terms of gameplay.

kite review

Music

If anything makes this game, it’s the music. Hands down. If you like synthwave with an upbeat feel, you’re going to love Kite for its music alone. I’ve had the music playing in the background for the entire time I’ve been writing this review because it is just so damn good. If you’ve ever watched an ‘80s movie with futuristic themes, you’ve seen a montage or scene with this exact type of music. I could bathe in this soundtrack. The music alone is worth the investment, and I implore the developer to continue making more songs for the game and just in general because…my God. Amazing.

Final Thoughts

Kite is complex in its simplicity and simple in its complexity. You can easily pick up this game and play it without understanding its storyline at all – you don’t need to know the who, what, where, and why when you’re just blasting bullets away at baddies. But delve a little deeper and you can appreciate just how massive the game actually is. You can use strategies to increase your power and score. You can follow along on the incredibly detailed storyline. And you can even imagine that the future that Kite describes may not be so far off. However you decide to play Kite is irrelevant – the fact is, you should just play it. The visuals, the audio, the mechanics, the gameplay…everything about it is a 10 out of 10, and that is so rare for any game to accomplish.

kite game action adventure

So for the price of a dinner out, you can invest in Kite and ultimately earn back your initial investment (and then some) when the game explodes onto the scene (which it will because it is so freakin’ good). You can help Lab Cat Games secure the funding that they need to finish this masterpiece, and you can do it all from the comfort of your own home. Whatever you decide to do, at least keep this game and its developer on your radar, because only amazing things will come from them.

Games and e-Literature

Revelations through e-literature

If somebody asks you to define e-literature and you don’t get much further than ‘literature that is electronic’ or ‘literature with a computer component’, don’t feel too bad. Electronic literature is one of those strange areas that most people don’t know much about. Heck, though the e-literature collection by eliterature.org has more than 60+ titles for 2016, you probably didn’t hear of most of them.

Even the more famous titles aren’t widely known. And when they are, they are often not recognized as e-literature. For example, have you ever heard of the interactive poem Game, game, game and again game? Or, for that matter, did you know that the title Gone Home is considered electronic literature?

In fact if – like me – you thought that e-lit is just a subsection of the gaming scene, we’ll forgive you. You’d be wrong. But we’ll forgive you. So if it isn’t a game, what is it then?

Defining e-literature

Electronic literature, according to Associate Professor Noah Wardrip-Fruin from the University of California, “is any work with important literary aspects that requires the use of a computer (for authoring and/or the audience).” One of our games which exhibits this quality is Expedition.

This title features classic table-top RPG experiences on the NES, with the players working their way through them by engaging with textual quest options. What’s more, the game had to be written on a special engine that allows text options to link to certain scenarios, to provide a framework for adjudicating combat, and to keep track of the player’s progression. Expedition could not have been created, or enjoyed, without this computer assistance.

Of course that doesn’t include works that were originally written away from the computer but then accessed on one. This is because, “those processes have nothing to do with [the author’s] work — it does not require them in order to be itself. So unless I view my act of situating [the author’s] work in an electronic context as the creation of a new work, one which requires digital computation in order to be itself, we can safely say that this is not digital literature.”

Sound broad? You don’t know the half of it. If you go over to eliterature.org they’ve got a list of what they consider e-literature. It’s encompassing indeed. It ranges all the way from ‘interactive fiction’ and ‘literary apps’ to ‘computer-generated poems’. It even includes ‘computer art installations which ask users to read or have other literary aspects’.

So what ties it all together? Could it be a textual element? It seems reasonable. And yet, if you’d propose that you’d be heading for a heated debate. And not just the drunk guy at the end of the bar, either. Take what assistant Professor and head of the Digital Studies Center at Rutgers University James J. Brown has to say about the textless game Limbo. “Limbo sits at the edge of the literary, both marking and erasing the limits between videogames and literature.”

To be fair, at the end of the paper he does admit that, “Limbo’s liminal status does not make it a work of electronic literature” but it does take him 18 pages to get there. It isn’t the last thing he has to say on the matter, either. A few lines down he back tracks slightly. “Limbo serves as a boundary object and as an opportunity to [find literature’s limits], but this same critical approach could be applied to works of electronic literature… [it calls] upon strategies and traits that we might traditionally have associated with literature.”

Is it a game? Is it a book? No it’s e-literature

Before you start thinking that e-literature always has game like elements, that’s not necessarily true either. For example, there is nothing game-like about the Camel Tail. When you visit the website your browser randomly starts spitting out stanzas of Metallica lyrics, much like the snippets that the author says, “played at random on my brain-station since I was a child.”

Similarly, though it is about a game, World 1-1 by Philip Miletic and Craig Dodman certainly isn’t one. It consists of 26 tactics to play through the first level of Super Mario Brothers on the NES. Except for the introduction, the entire book consists of, “i walk forward. i walk back. i jump back. I jump forward into goomba. dead at ten seconds. score: 000000.” Yes, that’s an actually published book.

No, I don’t understand the point of it either.

So, what is it for?

Now that’s the million-dollar question. In part, the purpose seems to be to push the envelope. Art, as anybody that has gone to any modern art exhibition has no doubt realized, doesn’t always need to be understood.

What’s more, e-literature – as World 1-1 shows – doesn’t need to please or engage its audience. Though certainly not all games entertain, they are typically designed with that goal in mind. E-literature doesn’t have that restriction. In that way, it can explore things and places that games rarely can.

I’d like to argue that it serves another purpose and that is to sneakily sidle up to arty types, who would otherwise never even consider games as art, and convince them otherwise. After all, it’s ‘literature’ so it must be arty, right?

The two genres could certainly use more cross over.

Or, as Naomi Alderman puts it, “The problem is that people who like science and technology, and people who like storytelling and the arts have typically been placed in different buildings since about the age of 16. We haven’t been taught how to admire each others’ work, to recognize excellence, or even to know that there is excellence in ‘the other culture’… There is a kind of ‘worthy’ arts professional who thinks that knowing nothing about games – like saying ‘I don’t even own a television!’ – is a marker of intellectual superiority.”

E-literature might serve as a way to bridge the gap between those two buildings. Sure, no doubt not everybody will be convinced. At the same time, if it allows some to reconsider the artistic possibilities of both the online sphere in general and games in particular, then that has to be considered a victory.

It works in reverse, too. E-literature can serve as a tool to allow game designers and developers to realize their more artistic visions, without running the risk of being accused of making something that isn’t a game. Of course it isn’t. It’s e-literature.

Author: Jackie Boyeston

About Mega Cat Studios:
We are an independent video game development studio with a global team. At our core, we are passionate game developers and artists who seek to create meaningful experiences through our games and services. We are all gamers, collectors and enthusiasts first. In a world of cloud storage, download codes and virtual licenses, we are excited and proud to create exclusive artisan collectibles that complement the effort that goes into indie and homebrew development. We love creating games. From retro cartridges to PC & current generation consoles, we want to make games that are accessible and enjoyable for every gamer.

Virtual Reality Sickness casts a shadow on the video game industry

The term cyberspace was originally coined in William Gibson’s 1984 book Neuromancer. It depicts a user entering a digital world and interacting or manipulating the data within it.

Today, humanity is closer than ever to this depiction now that virtual reality can be experienced by simply walking into any local Best Buy.

Recent History of VR Technology

Virtual reality started gaining popularity in 2012, when Oculus started a Kickstarter to fund a headset that would let players immerse themselves in video games in a new interactive way. Now in 2017, VR headsets such as the PlayStation VR have sold over 900,000 units and has become a commercial success after the release of Capcom’s Resident Evil 7.

Concerns of VR Technology

However, a concern that has arisen is that VR is making people sick. Virtual reality sickness is similar to motion sickness in the sense that a mismatch occurs between what the brain feels versus what the eyes see. This disconnect can lead to a variety of symptoms such as sweating, headaches, dizziness and nausea. The issue is that a lot more people seem to suffer from VR sickness than other forms of motion sickness.

Keith White, a professor of experimental psychology at the University of Florida who has been working in the realm of VR since the 1980s alongside the U.S. military and NASA said, “Things like space motion sickness, air sickness, sea sickness, car sickness and simulator sickness are uncorrelated. You would say pick the astronauts who don’t get sea sick, air sick or car sick, and send them into space. Doesn’t work. So, you can’t necessarily predict whether someone will be sensitive to VR sickness.”

Benjamin Lok, a professor of computer science at the University of Florida who has been researching VR for 20 years, said. “We have some ideas of what seems to be causing that feeling and the prevailing thoughts are two things: One – the stimuli that you are providing the user does not match what they would normally get and people have different sensitivities to that.”

vr 2

The combination of VR’s niche with the recent advancements in the technology behind it as well as the lack of information as to what even causes motion sickness and predict those who will be affected by it results in inconsistent information such as studies reporting numbers of people susceptible to VR sickness varying from 80 percent to as low as 40 percent.

In Jan. 2017 White attended a work group along with members of NASA discussing VR sickness and disorientation.

“Essentially the conclusion was there is a big void of scientific knowledge that relates to that very issue,” said White.

Optimism in the development community

However, some developers of the technology within VR believe that VR sickness is a result of how new the technology is, and over time developers will learn how to work with VR and find ways around what exactly triggers those symptoms.

Geoffrey Zatkin, creative director at Experiment 7 games, said developers are still “having to learn how to deal with all this perception that we’re taking over.”

“It’s a whole new set of hardware with a whole new set of ways to interact with it, a whole new kind of things (sic) that will look good and not look good, and things that will execute well,” Zatkin said. “But ultimately the things that will be successful, will be the things built considering the strengths and weaknesses of the hardware paradigm.”

Some, like Lok, believe that VR sickness could also be the result of current archetypes of video games and other media not transitioning well into VR.

“I can play for hours on Titanfall 2. Now how long could I play a shooter in VR? Probably 20 minutes tops. You get tired,” Lok said. “The reason why is because VR requires a lot more energy.”

However, despite the lack of information, the inconsistencies, and the varied opinions between researchers and professional developers, a consensus among those in the industry is that with continued exposure to the hardware as well as advancements in the hardware will help those susceptible to VR sickness become more comfortable with VR.

Zatkin said, “a truism that will be true even though we don’t want it to is: Every new piece of hardware will have its own set of problems that we’re like ‘oh man now we’ve got to solve this.’”

Obstacles like these can be found in other aspects of our technology such as staring at smart phone screens affecting sleep patterns, or memory retention when reading an eBook versus a physically print, or even eye strain that is caused from watching too much television.

As virtual reality becomes more accessible to the market and integrated with existing media people will grow more accustomed to the locomotion of VR and complaints about VR sickness will begin to diminish.

Cosmic Star Heroine Release Date 2017

Zeboyd Games long awaited Kickstarter project for the new sci-fi JRPG Cosmic Star Heroine, finally has a release date! Launched on October 1st, 2013, Cosmic Star Heroine’s campaign immediately grabbed the attention of fans of sci fi and SNES era RPGs like Chrono Trigger. The game was originally supposed to have a launch of 2014 but unfortunately long development cycles and financial hurdles kept Cosmic Star Heroine in a holding pattern of delayed releases for many years. Delayed releases are something that Kickstarter backers have grown accustom to over the years. Often times, delayed release dates can result in a better quality game overall since the developers have more time to add polish and additional features into the game. Based on the development updates from Zeybod games i believe we may see all those months of development pay off. If you were ever a fan of 16-bit RPGS like the Phantasy Star series, Star Ocean, Final Fantasy, or Chrono Trigger than Cosmic Star Heroine is something you really need to check out!

Story Premise:

(from the developer)
Alyssa L’Salle is a top secret agent for the galactic empire. While she’s on a mission, she discovers some information that the government doesn’t want her to have and so the government reveals her to the world. Will she be able to save the galaxy while everyone is out for her blood?

cosmic star heroine

Cosmic Star Heroine Features:

  • 3 Planets to Explore
  • Anime style cut scenes
  • Soundtrack by Hyperduck (Dust: An Elysian Tail, Precipice of Darkness 4)
  • Beautiful sci-fi pixel art
  • Engaging narrative and story line
  • Character building and development
  • Turn based Chrono trigger style battle system
  • Unique Combination moves for each character & Multi-character combo techniques!
  • 11 Playable characters

Cosmic Star Heroine is scheduled for release on April 11th, 2017 for PS4 and STEAM/PC for $14.99 USD. The game can be pre-purchased on the Humble Store which will you a steam copy and DRm-FREE copy.

Peace, Death! Review

Has this ever happened to you? You’re sitting at home, having a nice evening on the couch with your pet and your TV, and BAM. You’re hungry. So you go to the fridge to satiate your rumbling tummy but, alas – no food. So you pick up the phone and make some calls about securing dinner, but wouldn’t you know it, you need money to pay it! Since you have no money, you need a job, right? And thus begins your adventure in climbing the corporate ladder to trade for sustenance.

So begins this oddly light-hearted game of a not-so-average 9 to 5 – Peace, Death. Created by Russian indie developers AZAMATIKA, this newly released gem can be found on Steam with a release price of $4.34 USD (and it’s worth every penny).

The story is centered around your average, every day reaper just trying to make a living in this crazy mixed-up world at Apocalypse, Inc. His four bosses, Pain, Pestilence, Famine, and Death, will ask him to work the front desk in purgatory, where he sends the souls of the dead to their appropriate places, either by a Stairway to Heaven or by Hellevator. Just kidding, they’re both elevators but we couldn’t pass up the opportunity for that joke (we’ve been waiting since childhood for that).

peace death characters

As the days go by, the parameters for entrance to heaven become increasingly more restricted. For example, the exceedingly straightforward day one has a single rule – don’t let demons in heaven. Fast forward a few days and you can’t let in people holding a weapon, with blood on their chest and/or feet, and must take off hats of any soul wearing one to unveil any horns hiding underneath. Keep this up long enough and you just might earn enough money to buy some grub.

Controls and Feel:

The controls are really straightforward – one button for Heaven, one button for Hell. This game is more about reflexes – can you accurately send the right souls to the right afterlife at a fast pace? Hope so, because you’re graded (and paid) based on your accuracy. I couldn’t find any glitches, and the gameplay ran very smoothly. Since this is originally a Russian game, one would think that the localization might suffer, but no – the translations are smooth and intentionally hilarious (each soul says a one-liner upon entrance, and they’re often comedic gold).

peace death graphics

Graphics and Gameplay:

The animation is what drew me in – the pixelated souls of the dead are detailed and full of personality, and the environment is believable. Every inch of the screen is covered in hellish-goodness, and you can tell this was a labor of love by a dedicated team. The music – an obvious heavy metal – really sets the tone of the game and makes for an enjoyable experience.

It wouldn’t make sense to do a write-up of Peace, Death! without pointing out the obvious similarities between it and Papers, Please. The two games are similar, yes, but strangely enough, Peace, Death! is the more light-hearted, less depressing one. Don’t get me wrong – I love Papers, Please and it’s worthy of all acclaim it receives, but I never walk away from a playthrough feeling good; in fact, I usually get into a dark mood because the plight of the citizens of Arstotzka is just so…desperate. Compare that with Peace, Death! where the demons bemoan the Winchesters (from Supernatural) for their deaths or sudden catastrophes usher in themed souls that may have died by overeating or some other humourous manner and…well, I don’t walk away feeling moody. Who knew that purgatory could be so…wacky?

peace death review

Final Thoughts:

Peace, Death! is not a deep game. It’s press a button, A happens, press another button, B happens; lather, rinse, repeat. If you don’t like those types of games, this may not be your cup of Earl Grey; however, if you’re like me and you liked Papers, Please but want something a little bit different, you may want to pick up this title. It’s funny, it’s aesthetically pleasing, and it’s not much more than your morning Starbucks. Who knows – you might have a hell-raising good time!

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