To beat this boss (and a few others), you have to finish him with a button-mashing quick time event. After a while, I had finally whittled him down to his last tick of health. This forced me to take a smack and run approach with the boss, all the while drip-feeding myself health refills. You couldn’t possibly kill the little fuckers fast enough before more would arise to devour you.
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There was one that had a parasite growing out of his head that spawned a full battalion of little worm things. But then I would get to bosses that, without hyperbole, I would spend an hour or longer fighting and making no progress. That didn’t annoy me so much, because I was stockpiling the best clothing and hocking all the rest for cash. In solo play, the game ramps up in toughness faster than you can level up. Chief amongst them: Charlie Murder is designed with multiplayer in mind. But it doesn’t take too long to realize that there’s going to be some major problems here. The enemies are well-balanced and the stages are fun to explore. I just question whether they’re more interested in their poop-stained “we make hard games” badge.Įarly on, Charlie Murder is a joy to play. Being able to hold someone’s attention by means other than a sense of obligation? That takes talent. Any moron can frustrate people, a fact I demonstrate on a daily basis with my boyfriend and parents. I would think such a reputation wouldn’t be a badge of honor. I guess SKA Studios, the guys behind I Made a Game with Zombies In It, are infamous for games that cross the line from enjoyable to infuriating. That’s weird, because having a sense of advancement is pretty much the only thing that kept me going once Charlie Murder grew teeth and became difficult to work with. I figured fans of brawlers would be all for things like experience and level-up systems. After this review, I don’t blame them.Īctually, these last two weeks have been eye-opening to say the least. The only explanation: SKA Studios wants me dead. Then again, I Made a Game with Zombies was also pretty bad for me. Yea, this was a tough one for me to play, and inspired my most passed around editorial ever. The funny thing is, I’ve met people who feel the same way about Charlie Murder after playing Dragon’s Crown.
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Recent XBLIG/ PC title Fist Puncher certainly aimed to be more about the story than the action, but after playing just a little bit of Charlie Murder, I felt Fist Puncher was positively antiquated. Some other brawlers have been doing that lately too. But what really sets Charlie Murder apart is that it’s a brawler that’s more about the adventure than the fisticuffs.
There’s a fairly complex item system, leveling up, special skills, lots of hidden stuff, and a quirky punk rock story that kept me interested until the end. It has a lot more going for it than just randomly mashing buttons and moving to the right. But generally, games that can be played just as well by both humans and primates tend to get boring pretty quickly.Ĭharlie Murder is a brawler that probably couldn’t be enjoyed by our simian cousins. Don’t get me wrong: games for apes can be fun. They’re games designed for apes, where slapping buttons without finesse is as valid a strategy for winning as mastering combos. Brawlers, on the other hand, I would so not be impressed if a monkey could be trained to play them.
I would be very impressed if a monkey could be trained to play Tetris. You see, I would be impressed if a monkey could be trained to beat Super Mario Bros.
But I think the Impressive Monkey Test could be a valuable tool in judging how much raw brainpower a game requires to play. Ever heard of something called “The Impressive Monkey Test?” Probably not.