Broforce has received two new heroes inspired by the life and times of Christopher Lambert. Broden (Raiden) and Brolander (Connor MacLeod aka the Highlander) are now playable. Both use lightning powers and the inimitable charisma of Lambert to blow up enemies.
Speaking of blowing up enemies, you can do that in sillier ways with new "All-American Supply Drops" which look like big gun robots. There are also new "performance enhancing drugs" and alien pheremones that make xenomorphs cluster together in a big group hug.
There's more: "Expert Broforce players can also test their battle-hardened skills in the all-new Covert Ops levels for each bro, designed around each unique character and their special attacks."
Broforce is jolly good fun. We enjoyed the destructible levels and the screen-shaking explosions, even if the bro-ness grew exhausting after a while. Find out more in our Broforce review.
Only now that Broforce [official site] has left Steam Early Access are we actually getting some real action heroes! The first post-launch update has arrived with a Christopher Lambert double-header, adding new Bros based on Connor MacLeod, The Highlander>, and Raiden out Mortal Kombat> to run and jump and megamurder. Now we’re talking! The ‘Lightning Strikes Twice’ update also added new challenge missions designed around each Bro’s abilities, and handy new items like performance-boosting drugs and alien pheremones.
▪ Personnel:
Deon van Heerden (Composition, arrangement, guitars, MIDI programming)
Christian Burgess (Drums and percussion)
Jo Ellis (Production, mix and master. Also bass and additional guitars. And cowboy hat.)
▪ The album's massive percussion tracks were achieved by blending sample libraries with countless layers of live percussion - played by Christian Burgess of Strident - recorded at Jo Ellis' Blue Room Studios, as well as the Ladismith Church Hall.
▪ This live percussion included standard drum kits, anvils, rain sticks, tablas, djembes and Chris' own body. You know, because we could.
▪ The album features none of those amp simulators the kids are using nowadays. These are all Vintage Marshalls, baby. A Super Bass and a JCM800, to be precise.
▪ We used 12 different guitars; partly for a rich, varied sonic experience, and partly (well, mostly) just because we could.
▪ Personnel:
Deon van Heerden (Composition, arrangement, guitars, MIDI programming)
Christian Burgess (Drums and percussion)
Jo Ellis (Production, mix and master. Also bass and additional guitars. And cowboy hat.)
▪ The album's massive percussion tracks were achieved by blending sample libraries with countless layers of live percussion - played by Christian Burgess of Strident - recorded at Jo Ellis' Blue Room Studios, as well as the Ladismith Church Hall.
▪ This live percussion included standard drum kits, anvils, rain sticks, tablas, djembes and Chris' own body. You know, because we could.
▪ The album features none of those amp simulators the kids are using nowadays. These are all Vintage Marshalls, baby. A Super Bass and a JCM800, to be precise.
▪ We used 12 different guitars; partly for a rich, varied sonic experience, and partly (well, mostly) just because we could.
One day I’ll write a Desert Island Discs about the games I’d keep with me until the end of days, given a choice of ten. It’ll no doubt be a Desert Island Digital Downloads given the absence of physical media in my life. I live with the ghosts of entertainment.
Rather than compiling the list of games I’d take to the Vault with me though, today I’m aiming to put together a collection, one from each genre, that I’d use to introduce those genres to a PC gaming newcomer, or a lapsed gamer. A friend inspired this particular bundle of joy, someone who grew up with an Amiga but developed other interests and hasn’t touched a game for more than a few minutes at a time, either console or PC, for over fifteen years. A recent illness has left him unable to engage in his usual outdoor hobbies and games have filled the gap.>
We’ve written about the brilliance at the muscular heart of Broforce [official site] before. It’s a run and gun platform-shooter in which tiny action heroes blow everything to pieces, using machine guns, dynamite, knives, shotguns, rocket launchers, rocket legs, rocket packs, grenades, airstrikes and flamethrowers. The fully destructible levels and agile player characters are the core of a perfectly pitched action game, hiding behind a title and theme that might suggest little more than a miserable pile of memes.
Broforce is excellent.>
What is it: A surprisingly sophisticated take on run n gun platformers, hidden underneath a veneer of grinning action movie homage. Publisher: Devolver Digital Developer: Free Lives Reviewed on: 2.9GHz CPU, 8GB RAM, 2GB GPU Expect to Pay: 11.99 / $14.99 Multiplayer: 1-4 Link: Official site
Get mission -> kill bad guys -> rescue good guys -> kill big bad guy -> ride helicopter into sunset. This is the action movie archetype, the reason we sit in cinemas summer after summer—a plotline now so mechanical, that Free Lives went ahead and turned it into a mechanic.
It s how every single level of Broforce s technically endless campaign plays out (a level editor and custom playlists back up the sizeable main game). Like any action movie, the details might alter. Sometimes you re taking one of those massive, diagonally-moving lifts you only ever see in evil labs rather than grabbing a chopper-lifted ladder, but the effect is the same
In fact, this is Broforce s entire design outlook. It pilfers from action movies, and uses their familiarity to build an immediately readable take on the accepted run n gun genre—all pixels, enemy screams and one-shot-one-death twitchery.
The playable "bros" are Broforce's most obvious references. You play as a line-up of real action stars disguised behind increased muscle mass and names with Bro clumsily wedged into them. John Rambro, Mr. Anderbro, Broheart. Every one of the game s tens of characters is pacey, can climb any surface infinitely, and comes with primary, secondary and melee weapons. But they can play totally differently—the brilliance here being that, if you re au fait with the action film canon, you ll have a handle on how they ll work, even before you ve used them.
When you see Indiana Jones secondary weapon ammo is a neat row of bullets, you ll understand that they ll kill enemies in a single shot. Robocop s special move, which superimposes an Apple-1 green targeting matrix across the screen, would be a bit obtuse if we hadn t all watched Alex Murphy paint his enemies and precision-blast them.
There s no choice in who you play as—you re randomly assigned a Bro at the beginning of a stage, and rescuing a caged POW (which offers an extra life) randomises you again. It s a lovely system—making you weigh up the benefits of a good character against staying alive longer but getting a crap one. Everyone wants to be Leon, who can have tiny Natalie Portman snipe swathes of enemies, but no one bar no one wants to be McGyver, who weedily throws big turkeys with TNT stuffing. To add weight to the latter scale, however, the more POWs you rescue, the more Bros you re able to turn into.
It makes Broforce s characters 1-ups, unlockables, and trivia questions (I was very smug when I unlocked Planet Terror s Cherry Darling and immediately realised I could use her rifle-leg as a sort violent jetpack) all in one—they re a delightful centrepiece to the game. A shame, then, that the levels don t receive quite the same amount of knowing attention.
Vietnam-style greenery is reused over and over again, with brief pit stops in far more interesting urban environments and some subterranean tunnel systems. Enemies are reused constantly too—although they at least interact in interesting ways, as when definitely-not-Facehuggers kill AI mooks to become definitely-not-Xenomorphs. It s neat enough, but fatigue sets in quickly. In a game built on repetition, it could certainly use more superficial change-ups than it has.
Presumably, Free Lives didn t concentrate too much on level design because, most of the time, half of the stage is gone before you ve stepped on it. Even Indiana Jones whip can destroy terrain, meaning you re more often carving your way under footpaths than using them. Judging by how rarely I got myself fully stuck by just destroying everything, the levels are surprisingly well-designed under the surface, but that can t stop this system causing trouble in co-op.
Co-op is certainly a spectacle—with the right four characters, the entire screen can disappear within seconds of starting a level—but actually playing the game becomes a sterner test. It s easy to lose track of your character, meaning you won t notice that you re collapsing a bridge on all your friends heads, ruining the game for everyone. There are so many opportunities to kill your buddies, even without friendly fire, that it often becomes an active struggle not to. Playing alone often makes things more of a satisfying puzzle, but can also make certain boss fights close to impossible, when you repeatedly draw characters who can t make a dent.
But perfection is perhaps not the point. It's a joyful, giggling parody, a love letter to action fantasies, wasted youths and making the noise of a machine gun with your lips. Hell, if we re happy to watch those endlessly repetitive action movies for so long, why should this be any different?