Even though it is difficult for a small, independent game to thrive in the current market, tERRORbane puts up a valiant effort. The player becomes trapped inside a video game and must escape from each level with as little damage to their body as possible.
“coromon walkthrough” is a labor of love that lacks an identity — Hands-On Impressions.
Indie game makers, maybe more than any other form of creative activity, want a means to stand apart. Some of the most obscure indie games nevertheless have a distinct voice – RPG Maker horror games, for example, tend to follow a similar pattern. Ib, on the other hand, is distinct from Angels of Death, which is distinct from Mad Doctor, and so on. While independent games may incorporate allusions to other games and series, they are generally done sparingly — and when they aren’t, there is usually a theme or identity to cover. tERRORbane, on the other hand, is a game that certainly has a lot of heart but lacks any type of character of its own.
tERRORbane (TB from now on) is reminiscent of another indie game from a few years ago: Evoland. Both games obviously demonstrate a passion for video gaming history, going from genre to genre. Evoland, for example, begins as a Zelda-type game before growing into a contemporary Final Fantasy or Y’s-style game, while TB sticks to the SNES/Game Boy RPG style, shuffling among many instances of the period. The attraction of TB, on the other hand, is focused on the back end of gaming – the code that runs in the background.
The “developer” of the game is used as a story device, but he isn’t very competent at coding, therefore his game is full of faults. NPCs piled on top of one other, the ability to walk on water tiles, and having a box of pears accidentally join your party are just a few of the “bugs.” The main purpose of the game is to go through it, but a secondary goal is to find all of the bugs and fill up a list of them, which unlocks the True Ending. The game turns from a Dragon Quest-style RPG to a Pokemon TCG-style game to a top-down arcade shooter as you travel through it. You solve riddles using your sword, which has Developer Console capabilities and can alter code at will, rather than caring about stats or party members.
When I initially heard about TB, I figured it would be a game where you fixed problems by writing real code — kind of a “learn as you play” type of game. Assumptions are risky, because what you think things are and what they are are usually two distinct things when writing about games. I try not to let my expectations get in the way of what I’m really playing, but I can’t help but feel that TB is missing something. Toggling an on/off option or cycling through multiple options are just a few of the ways players correct issues. Outside of scripted events, there is no real code editing, which disappointed me much. You can’t really break the game or change it in any manner.
In reality, TB is more akin to a visual novel with a few WarioWare-style minigames than it is to a game with complex gameplay. You’re merely moving from place to place, sometimes switching settings from A to B or On to Off, and listening to the Developer complain and chew their way through dialogue about how you’re “destroying the game.” In visual novels, the speech often determines whether or not the experience is entertaining. I can’t say I loved listening to the nameless developer whine about his development issues all the time. The grating sensation was noticeable early in the game, and playing to the True Ending didn’t alter my mind.
tERRORbane is a short game that takes approximately 4-5 hours to finish, and it’s not too expensive at $16. Supporting smaller development companies is always a goal of mine, but I’d want to see BitNine Studio produce a game that isn’t reliant on allusions to other, more successful games or cheesy self-deprecating narration. The game has a lot of heart, and you can tell BitNine poured their heart and soul into it, yet it seems empty and reminds me of other games I could play instead.
The “msn news” is a game that lacks an identity. The game has been released as a labor of love and it shows in the lack of features. Hands-On Impressions.
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