The game isn't called Ordinary Fishing, after all. It isn't called By-The-Books Fishing, either. No, it's called Ridiculous Fishing. So it stands to reason that if you download this game, you will be expecting to do some fishing, and for it to be ridiculous. Good news: That's exactly what you'll get.
Ridiculous Fishing: A Tale of Redemption, which launches today for iOS devices, is a long-in-development collaboration between indie all-stars Vlambeer (Super Crate Box) and Spelltower developer Zach Gage. Ridiculous Fishing is weird and wonderful, a joy to play, and regularly hilarious.
It is, more or less, an iteration on Vlambeer's browser game Radical Fishing, but significantly fleshed out and optimized for smartphone controls.
It lives on its three-part-structure. You play as Billy, a fisherman… on a quest for redemption. First, you drop your line into the ocean and tilt your phone to sneak it around as many fish as possible: The goal here is to dodge the fish. Then, once you reach the end of your line or a fish snags your hook, you reel the line back up, and the game flips: The goal here is to catch the fish.
Finally comes the coup de grace: Upon hitting the surface, every fish on your hook is flung into the air, and you whip out a gun and start shooting: The goal here is to blow the fish away.
It's in the careful balancing of these three components that Ridiculous Fishing becomes such a joy to play. It's the sort of pure tension-and-release that the best mobile games strive for, and it makes for a gameplay loop that's as enjoyable as it is compulsive. Each time through takes under a minute, but each time you'll run a mini emotional gamut: The caution and focus required during the descent immediately flips to giddy anticipation as you begin the return trip, and it all culminates in an orgy of finger-tapping and laughter as you blast fish out of the air.
Far more so than the average iOS game, Ridiculous Fishing feels like it was made with great care. Tilting the phone to control the game's fishing hook is snappy and responsive. Snagging fish on the way back up feels precise. Blasting fish out of the air feels really good.
The artwork, by Greg Wohlwend, is a strange and winning mix of pixelated retro-style and regular ol' abstract squares, and each new underwater setting is loaded with all manner of goofy, colorful fish. The game's soundtrack, by Eirik Suhrke, is a kick, and perfectly conjures the different energies of the game's three phases.
Ridiculous Fishing also features some great writing, believe it or not, through which it manages to convey a warped, redneck/literary world. Billy's wooden iPhone-like-device contains all manner of information about the various fish he's catching (some of it is actually quite useful), as well as an often-hilarious Twitter-like app called "Byrdr" where the inhabitants of his world chat about fishing and sound off on whatever gear Billy picked up from the store.
Which brings us to the last, possibly most interesting aspect of Ridiculous Fishing—the in-game store. Here, you can go to buy upgrades for your fishing-line, lure, and gun. It's precisely the sort of place where, in almost any other iOS game, you'd expect to be shaken down for a few micro-transactions, but Ridiculous Fishing refuses to do so. It's odd to see this game and the similar Little Inferno as exceptions the microtransaction rule. It's enough to make me feel like an old codger, telling kids about how in my day, all games were like this.
The change here is a welcome one: To buy things in the store, you have only to play the game. (What a concept!) Every time you cast your line, even if you screw up and only snag a few fish, you'll make some money, and be that much closer to buying that lure-chainsaw or shotgun you had your eye on. But when it comes down to it, the rewards and prizes serve mainly to shake things up as you progress. The game itself is a pleasure to play from the outset.
The spectre of another game looms over the launch of Ridiculous Fishing: Gamenauts' Ninja Fishing, which flagrantly cloned Radical Fishing and beat Vlambeer to iOS, where it found success. It would be easy to mistakenly think that Ninja Fishing came first—see one of the game's developers correcting one of our commenters, who mentioned the similarity but got it backwards. There's a fair amount of satisfaction in Ridiculous Fishing's obvious superiority, and it's hard not to root for the game to bury its imitator and in so doing demonstrate that this time, craft and care won out over crass cloning.
At any rate: Ridiculous Fishing lives up to its name and then some. Come for the fishing, stay for the uzis.
We do a lot of amazing, if not unrealistic things in video games. Take rocket jumps and double jumps, for example.
Your immediate reaction might be "no, of course we can't rocket jump or double jump in real life"—because really, how would we be able to propel ourselves with a rocket like in games? How would we jump twice?
Here's Vsauce3 getting into the nitty gritty of all of that, including what would be necessary to actually be able to do these things.
Now I must find a way to Titan. I must experience a double jump. It's actually possible, people!
Are Rocket Jumps Possible? [Vsauce3]
The delightful new Wii U game Lego City Undercover has a bunch of Nintendo Easter eggs. I found a few of them during the 22 hours and counting that I've played the game. The one in the video here is my current favorite.
If there are better Nintendo easter eggs hiding in the game—where does that one green pipe go??—I'm sure we'll know about them soon enough. Lego City Undercover will be out next week.
When The Phantom Pain was announced, one thought was on everyone's mind: it's gotta be Metal Gear related, and "Joakim Mogren," the CEO at Moby Dick studios, is really just Kojima. Evidence seemed to point that way, anyway. So who is this dude?
The picture comes from a tweet from Geoff Keighley.
Here is the picture in full:
Amazing. If it's not obvious, "Joakim's" bandages are a shout-out to the protagonist in the trailer, who is also bandaged. It also means we still don't quite know who Joakim is.
What do you think? Just Moby Dick studios being silly, or is this an elaborate, if not playful ruse to get us to believe that no, really guys. It's not Metal Gear Solid?
A couple of weeks ago, you might've seen Superman kill the Joker in cold blood in the prequel comics that build the backstory for upcoming fighting game Injustice: Gods Among Us. You could argue that Batman's archenemy had it coming since he's a psychopathic mass murderer. But as the series has continued, The Man of Steel has pulled off stunts that can only be called naïve, stupid or straight-up maniacal.
After Lois Lane dies at the hands of the Joker, Kal-El sulks. And doesn't shave.
Then he deposes a head of state in a fictional country. The people seemed to be down with this extra-legal extradition.
That's followed by a revelation of his secret identity in a U.N. press conference filled with self-loathing.
Update: After re-reading, it's clear that Superman destroys an unmanned drone, and not a manned helicopter.
So, what does the U.S. goverment do after Superman wantonly dispatches their troops? They go after Clark Kent's parents with a kill squad led by Flash villain Mirror Master. That's what you get after rather stupidly revealing your Earth name, Superman.
Clearly this version of the DC Comics icon doesn't have super-intelligence. It's clear that the creative and editorial teams are using the leeway of a tie-in product to craft a Superman who diverges from previous portayals. That'd be fine, if the results didn't feel goofy and out of whack. There's only a few weeks until Injustice comes out for Wii U Xbox 360 and PS3. I, for one, can't wait to kick Superman's ass.
Ninety percent of the time that we see Bruce Wayne's closest confidante, he's usually keeping a stiff upper lip, in spite of whatever horrible string of events is currently making Batman's life hell. But Robin is dead and even Alfred can't hold in the grief.
Bereavement is a core part of the Batman mythos. The character simply wouldn't exist death coming too soon into Bruce Wayne's life. But the thing I've enjoyed the most about the last few years of Batman comics is how he seemed a bit more well-adjusted. The notion of a Bat-family built around a vigilante loner didn't seem quite as dissonant as in previous decades, especially with Batman's biological son wearing the Robin outfit. That's why this particular page is my favorite from a very strongly done silent issue written by Peter J. Tomasi with art from Patrick Gleason and Mick Gray. A lot of the other Bat-books that have been the Requiem tag has made only passing mention of Damian's death but this one is steeped in loss and hits excellently mournfully notes throughout.
The Best "Blinded Me With Science" Series Currently on the Stands : Nowhere Men #4
This book from writer Eric Stephenson and artists Nate Bellegarde and Jordie Bellaire deconstructs and multiplies the science-hero—at least as it's as exemplified in the Fantastic Four—and re-seats the concept in a world where science isn't immune from politics, greed, corporate gamesmanship and the foibles of human nature. The four super-scientists who formed reearch group World Corp made things that changed the world—bionic eyes, super-intelligent robot helpers, ultra-cool compact computers—but ultimately their friendships and legacy decayed into bitter, thorny cul-de-sacs. The book feels very talky at times but the visual sensibility of mad science mixed the design templates of 1970s magazine advertisements and icy-cool Steve Jobs/Jonny Ive-era Apple keeps your eyes happy. Highly recommended.
Every time a new issue of this series comes out, I shake my head in wonder at the fact that James Aaron—the guy who started off writing gritty books like Scalped—is the torch-bearer for the sensibilities of the Chris Claremont school of X-writing. The Marvel stalwart manages to get the mix of soap opera, teen angst As in the golden age of X-men continuity, the mutant house of learning takes the idea of a school as both a refuge and reflection of the larger world and The rough-and-tumble backwoods vibe that permeates all of Aaron's writing gets a focus here, in a story that single-handedly redeems the awful folderol that happened with Marvel editorial tried to give Logan a proper start-of-it-all story in Wolverine: Origin. The feral X-Man's older brother gets recast as a surprising and quasi-sympathetic villain.
Where are the pesky humans? Funny story, that. They blew themselves up. Now steam-powered robots have taken over the world in Steamworld Dig, while what's left of the "degenerate race of drunken, dynamite-wielding troglodytes" hide in caves beneath the surface.
Steamworld Dig is a 3DS hardcore platform mining adventure game. You play as a "steambot" called Rusty who, unsurprisingly, wakes up an "ancient evil." You deal with that evil by digging tunnels and collecting rare minerals, as one does in those situations.
The game drops later this year sometime—no official date yet. For now, have some pretty screenshots.
Growing up sucks. Jungle gyms are replaced by cubicles and healthy almonds replace gobs of Gushers. Or something like that.
One of the worst things about growing up is that you never seem to have any time left over for yourself. For anything. Including video games, which are sometimes the first thing to go when it's time to make compromises.
One of the saddest things I hear is, "Well I used to play a lot of games but I just don't have time for them anymore." In the list of priorities, video games didn't make the cut. Sure, you may still watch a bunch of television shows and go to concerts all the time, but video games? Video games could be kicked to the curb.
I keep trying to tell my oldest brother that, yes, even though you're busy launching your new company and, yes, even though you just got a brand new puppy, there's still time in your life for video games. Please make time for video games.
I pick out titles I know he'll love—the last game I got him to play was Saints Row: The Third—but even then he'll rampage around a city for a while before letting his devotion to the game taper off.
I maintain that it's possible to squeeze a bit of (healthy) video-game time into a well-rounded adult lifestyle. If you can sit down to read a book for a few hours on a lazy Sunday, surely you can spare time for games. After all, video games are worth the time investment. For so many reasons. They're therapeutic. They're educational. They're plain ol' fun.
In an attempt to convince more people to at least try to make gaming more a part of their life, here are some tips for time management that will help them do so.
This ain't college anymore. We don't have the luxury of spending a weekend shut in our dorm rooms playing rounds of GoldenEye and Halo with roommates and floormates and friends and, wait, is that my English professor? It's more important than ever to prioritize which games we play.
Personally, I've gone so far as to cut entire games out of the picture. I used to play a lot of World of Warcraft. I used to be in a guild. Socializing for me meant hopping in to chat with guildmates and playing with friends online. It got to the point where I'd even multitask, raiding some dungeon while watching something else on TV.
But nowadays, it's important to not let an entire day go to waste, so I don't play never-ending MMOs anymore. There are still games I will play from morning until night, though (and not just when I'm reviewing them). I enjoy games enough to still feel productive when spending the day burning through a lengthy game like Ni no Kuni. It's probably somewhat different for me than it will be for you, since playing games is also a part of my job. But that's not the case for everyone. If you have a family and other responsibilities, you might not want your entire day dedicated to a game. You might feel guilty for neglecting laundry duties and procrastinating building that bike for your kid. And everything else parents do.
I spoke with one parent, Shawn—who balances being an avid gamer with his role as both a husband and new father—to gauge how he manages his time. He shared a similar feeling towards MMOs:
"Social MMO's are pretty much impossible for me. My gaming schedule is too unpredictable and irregular, I cannot make any commitments to any guild/corp/outfit buddies. And I certainly don't have the time to spend plowing through the grind that most MMO's require in order to obtain experience/gear/currency/etc. I spent a couple years pretty involved in EvE Online back around 2006-2007, but keeping up with that game would be impossible for me now."
I've noticed similar difficulties as an FPS player. Those games are dangerous for me, because what starts off as, "Oh I'll just play a few rounds," turns into, "God dammit that bastard has it coming. I'm targeting XXsnipedyomamaXX next game." I tend to have an addictive, one-more-round-please, attitude when it comes to first-person shooters. I'll still hop on when I need some stress-relief or when I'm looking for a game to play with a friend some weekend, but I try to limit how often I return to them. Because I just know I'll lay an entire day to waste, rubbing my bloodshot eyes at 4am trying to remember if I even ate anything all day.
I might decide to skip on an RPG if it's the kind that will ask me to aimlessly grind before I'm powerful enough to progress. You know the ones. I'm still pushing through Etrian Odyssey IV even though I'm at a point where I'm all but required to grind. It's a handheld game so I give it a pass. I can play it on the train or during a road trip or while waiting for a friend. It's easier to integrate a mobile game into the tiny crevices of free time that I'd otherwise spend on my phone reading Kotaku or Twitter.
Limiting your daily game-time can be as strict as keeping to 30-minute intervals. Speaking with friend-of-Kirk and father of a 6-month-old, Dan, he told me that it can be difficult to limit yourself to such short bursts, but it's a necessity. "Having responsibilities means developing a relationship with the pause button," he elaborated to me. "Games without a 'Save and Quit' option are the enemy."
Picking a less time-consuming game can also mean picking a game with natural pauses that make it appropriate to constantly start and stop as needed, especially for the 30-minute interval rule. Dan reminded me of one fitting title: "I polished off nearly all of Super Meat Boy in the first few months after our daughter was born, in large part because the start/stop pacing of the game fit so well into my nightly childcare routine."
Another married friend I spoke with, Doug (who also keeps busy with a job that requires a ton of hours and travel), echoed a similar sentiment: "Weekends and late nights are all I've got — and some nights I know I can't play for more than 30 minutes, so I make sure it's something that doesn't get too involved — indie games, platformers.. stuff that I can put in some time, save it, and I don't have to remember anything about where I was when I come back."
Shawn landed on a similar point about the troubles of remembering storylines in lengthier games. He told me that they typically need to be spaced out over what ends up becoming a couple of months worth of tiny intervals of gaming at a time. It's why he has yet to play L.A. Noire even as it sits unplayed in his Steam library. He opts for Minecraft:
"Minecraft has been an absolute godsend in this regard. I can jump onto a server and fart around building something random or digging holes or whatever for 10 minutes and then leave, or if I know I'm going to have an hour to play, I can build something more involved. There's no real goal, the rules are pretty simple and don't really ever change, and there aren't really any important skills that I have to worry about forgetting if I don't get to play for a while. MC is pretty interesting in that it can consume an almost endless amount of time if you let it, but it also works pretty well in short and sporadic sessions."
The game you choose to play can be specific to your needs and your play style, but the point remains the same: finding a game that doesn't will you to completely zone out for hours is key.
It can be hard to let go of an entire genre like RPGs just because they take out huge chunks of time to complete. If you rather find a way around that harsh decision, skipping side quests and hidden items could be wise, especially if you intend to finish one of these games.
Dan uses a similar tactic, denying his inner completionist the satisfaction of turning over every stone: "Spending less time exploring corners of the map (or, better yet, opting out of tedious inventory/character management) means more time for gameplay."
Father of one adorable little girl (and a personal friend), Randy, notes that trophies and achievements can get in the way of finishing games, too. "Some are set up specifically to pad gameplay or take you out of your way from completing the game on a more natural playthrough."
If your baby is screaming wildly in need of a diaper change, this is not the time to try that new DLC that just came out for your favorite game. Go change poopy butt over there first.
If you promised your spouse you'd make them a romantic dinner that evening, go pick up the groceries for it first.
If you have a 9am deadline on that TPS report, make sure to get it done first so you can play with ease afterwards.
Speaking with Shawn, he explained that this is the most important part of his balancing act. While his wife is understanding of his need to fit gaming into his life, he has to reciprocate. In an email with me recently Shawn explained: "That obviously has to be balanced by an understanding on my part that the games are just games, they are not a priority, and I accept that at anytime when I'm playing, if my wife needs me to put down the controller to go help her with something, doing so is the proper response."
If you prioritize and cross your chores off your list first, you won't feel any guilt about playing games afterward. If you miss deadlines or anger your husband/wife, you might begin to think that video games are getting in the way of your happiness. They're not! You just need to prioritize.
If you've been going to a lot of shows recently, or are really caught up in a comic series, try switching things up and replacing that current hobby with a video game you've been meaning to try out. You're not taking time away from any of your responsibilities, just trading one pleasurable hobby for another. Plus, it'll keep the experience of reading that comic or meeting up with your music aficionado friends (or whatever else) fresh and less monotonous. Everyone wins.
I like to keep all my games. I like libraries of things in general. It feels like a good show of my interests, memories, tastes. But it can feel daunting to look at a shelf and realize you haven't played more than half the games there. Maybe even to see one or two still in their shrink-wrap. But hey, you're an adult now. You don't have time to play every game that comes out.
Talk to friends, read some of your favorite gaming websites (ahem), and gauge what games you feel like you just have to play. My mom gives me similar advice when we go clothing-shopping. If you're hesitating, she tells me, you know you're never going to end up wearing it. She's so right. The same goes for games. If you're not really excited about a game you pick up, you'll probably toss it aside in favor of some old favorite, or whatever other new game comes along. So you might as well be selective about what games you do pick up.
This one was a really difficult transition for me. I still typically opt to play on at least a Normal difficulty level, but occasionally—if I know a game is a particularly long one—I'll hover over the Easy option for an unreasonable amount of time before finally deciding to try it out. I still get to experience the game but it doesn't take as much time, and hey, I might even like the game more for it.
It can be hard to manage home-life with game-life when you have children. I chatted with both Evan Narcisse and Mike Fahey—resident Kotaku daddies—about how they manage their time. Evan jokingly suggested staying up late, but you may not want to sacrifice delicious, delicious sleep. Although Dan had a similar suggestion, noting that while a big chunk of the day is devoted to family time, he'll budget time throughout the workweek to fit some gaming in accordingly. That sometimes results in early mornings for him or, more often, late nights. How that plays out week to week will likely depend on your personal schedule.
Dan also explained that making a multiplayer date with your significant other is a reasonable way to both find time to game as well as spend time with your spouse. "Pitching multiplayer sessions to your significant other as a 'night out' really helps carve out a dedicated block of time for gaming (as long as you're open to giving your partner a night off in return!)," he told me in an email.
Fahey had an interesting and similar idea, too: get used to playing games that your children can grow up to enjoy. That way, when you want to sit down to play Skylanders, you'll be hitting two birds with one stone. Just like that, you're playing games and bonding with your kid.
This works for those of us who don't have children, too. I brought up playing handheld games earlier in this article. If you're on the train with not much else to do, whipping out a 3DS or Vita or what have you is a good way to get in game-time without it getting in the way of your daily schedule.
Doug noted to me that some games can even fit with specific activities, like exercising. "I did just pick up an interesting game on my phone — Zombies, Run — that fits gaming into my regular exercise schedule," he told me. "It's an app that plays your music and puts in dialogue to make it sound like zombies are chasing you every now and then.. you pick up weapons and food and stuff along the way to upgrade your town.. it's got the right aspects of gaming.. rewards and accomplishments — and it's entertaining. So finding ways to game and do something else at the same time helps to get a gaming fix in."
There are plenty of ways to fit gaming into your regular routines.
These are just a few tips that have come to mind. Many of them are guidelines I've adapted to as my free time slowly closes in around me. Others came with the help of some crowdsourcing from parents and otherwise busy gamers who have even tougher struggles with the limits of time. If you've got other tips, chime in below.
Top image modified from John-Morgan.
Oh, so this is what they meant when they said you could follow a Sim throughout their entire day. Either this is some awful AI, or the Sims are really just that effing boring. I lean toward the former.
Thanks, manlytearsv, for the tip and the upload.
Released in 2009 for the Nintendo Wii, The Conduit was a "bland, but enjoyable" sci-fi first-person shooter with an interesting puzzle-solving twist. I wasn't a big fan — I only made it through the first two levels before becoming frustrated with the Wii motion controls and giving up. Now the game is out for Tegra-powered Android devices, and I can't put it down.
How do you port a nearly four-year-old Wii game to an Android tablet? You start by tightening up the graphics on levels one through nine. While The Conduit HD will eventually make it to other mobile platforms, it's debuting on the Tegra 3 platform to demonstrate how much better it can look in your hands than it did on your television screen (though I suppose you could always connect your tablet via HDMI). The game is sharper and crisper on Tegra — the textures really pop. The depth-of-field effect from the Wii version didn't make the cut — War Drum Studios CEO Thomas Williamson told me it didn't translate well to mobile — but enhanced lighting effects and less overall muddy-ness make up for it.
War Drum, the studio that brought Rockstar's Grand Theft Auto: Vice City to mobile, took a novel approach to translating The Conduit's Wii controls to touchscreen. First they filled the screen with virtual buttons. Then they took them away one-by-one. They took out jumping, adding ramps to the three or four places in the original that required a hopping hero. They added an option to auto-fire your weapons when targeting enemies and destructible objects, which works quite well until you pick up your rocket launcher while standing next to a crate. I use it anyway. Keeps things interesting.
There are plenty of control scheme customization options. The way I've been playing is left thumb moves, right thumb aims and shoots. There's a button for weapon sights in the top-left and two for weapon swapping and the puzzle-solving All Seeing Eye gadget in the top right. Grenades are a double tap on the middle of the screen, a fact I stumbled upon explosively.
After playing an hour of The Conduit HD I was struck by how well the game controlled. Not once did I find myself yearning for a game pad. I didn't even think about it. I just played, and I had a blast.
Sacrifices had to be made. There is no multiplayer in this mobile version of The Conduit. High Voltage and War Drum wanted to focus on delivering the best single-player experience they could. It's really not that much of a loss, as much of the original game's multiplayer appeal was due to the novelty of an online shooter for the Wii. There are plenty of online shooters for mobile, and none of them control quite as well. Maybe one day we'll see it added, but I'm not missing it.
And despite the fresh coat of paint and tightened controls, this is still The Conduit, with it's strange conspiracy theory plot, so-so voice acting and repetitive enemies. Even so, The Conduit HD is so much better than standard mobile shooter fare. While other games mimic the console experience, this one improves upon it.
Update: The game was originally scheduled to go live by the time this review ran, but stuff happened. Expect the link below to go live later this afternoon or early evening.
Update 2: It's live.