Thursday, October 25, 2012
Kingdom of Loathing Halloween Event
For anyone who's interested, the internet browser game Kingdom of Loathing is currently in the midst of a Halloween event. It looks like it's a community collaborative effort to obtain a spooooooky message by way of non-combat adventures that reveal a tiny bit of the message each time you get it.
If you've never played Kingdom of Loathing before, try it out! It's a fun single player RPG with some multiplayer aspects. I've been playing it since 2005. The game comes out with a monthly "Item of the Month" which I'll be reviewing in the future when the next one comes out. I'll also post about community events like the current one as they happen.
Also, if you send me an in-game message (My user ID is - Kittenthateatbabies) I'll send you a "bonus content" package that will include some in-game items that provide you with bonus content from Item of the Months that were released in the past. They won't make the game easier for you, just give you some additional content to experience.
I would also be happy to answer most questions, but in general you can find all your answers on the Kingdom of Loathing Wiki, so if you ask me about something I may just point you to a page there. In most cases, they can answer your question far better than I can.
Have fun!
Wednesday, October 24, 2012
The Binding of Isaac
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| I would probably curl up and cry in the situation too. Not gonna lie. |
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| Yes! Laser beams! They make everything better! |
Let’s get the plot out of the way. The plot of the game is based around the biblical tale of the same name, the Binding of Isaac. A parent is asked by God to sacrifice their son in His name. This is translated into the game through Isaac’s mother, who sits around watching evangelical programming and believes she is one day commanded by God to sacrifice Isaac. Isaac finds a trap door in his room, jumps in, and so the game begins. There’s really no other plot beyond that. Get to the end of the level and beat the boss who waits for you there.
The graphics for this game are very good and cartoon like. One of my favorite features of the game is that Isaac’s image will change as you collect the different items. He’ll start out as his normal, teary eyed self, but eventually transform into something twisted and deranged looking. The enemy design is also disturbing. You have segmented jumping worms, vagina monsters who shoot deadly streams of blood, and sad children with heads bloated with flies to name a few.
The gameplay is a cross between old Nintendo Zelda style dungeons, procedural generated rogue-like dungeons, and bullet hell SHMUPS. Isaac starts out with the ability to shoot out tears which can be upgraded and altered by collecting items found throughout the dungeon.You can also find rechargeable items, trinkets, health upgrades, pills, stat upgrades, tarot cards, bombs, keys, and coins. All of which is randomly generated. This means that sometimes you’ll have a game where you’ll struggle through it, some games where you’ll find yourself challenged, and other games where you’re extremely over powered and everything is a breeze. This gives the game a LOT of replay-ability.
![]() |
| This is a simple shop, yet there's so much bizarre stuff going on here. The shop keeper hung himself, and is that... is that a ghost baby with you?! |
![]() |
| OH GOD WHAT ARE THOSE?! |
Overall I do not hesitate suggesting this to people. Right now you can get it on Steam for 4.99 and the Wrath of the Lamb expansion for 2.99. That’s awfully cheap compared to full releases that come out now a days. The content of the game is mature, so keep that in mind. If you can look past that, or just love things that are really messed up and weird (I do!) then go out and get this game! Support the developers so we can either get another one, another game from them, or even an Binding of Isaac 2!
Still unsure? Try out demo on Newgrounds!
Monday, October 22, 2012
March to the Moon
![]() |
| This looks like a trip worth taking. |
March
to the Moon is an XBL Indie game released on August 31st 2012 by
Califer Games. It’s a top down shooter with some RPG elements. There are twelve
different classes from which you can pick from, and when you level up enough
you can pick a secondary class, or choose to stay with the one you already
picked. How does this game stand up to others in the SHMUP genre?
I’ll
start with the two things I didn’t like about the game. Number one is the
graphics. I can appreciate simple, retro styled graphics, but that’s not what
this game has. It looks like most of the graphics were created in MSPaint and
imported into the game. Normally I don’t like to hark on a game for graphics,
but sometimes I had difficulty reading the on screen text. And the graphics are
just downright silly otherwise. I would like to point out that on their website
for the game, the art is awesome. I wonder why that wasn’t put into the game?
![]() |
| Ah rats. I'm going to burn a lot of you to death. |
Also,
the music. Oh god, the music. It has one song that plays on a loop throughout
the entire game, and while it starts out inoffensive… I eventually found it
stuck in my head, and not in a good way. I still hum it to myself sometimes
without even realizing it. I guess what I’m trying to say is that I got sick of
the one song in the game. But I did a few power sessions where I just played
the game straight for several hours at a time… maybe that was my fault. But a
few more songs for variety would’ve alleviated this.
Now
onto what I loved. I love RPGs, so when I started this game up and was
presented with twelve classes to pick from, I got excited. I created characters
with combinations of all the classes so I could find out what they were all
like. I eventually went with a fire/arrow character, because it turned out to
be easy mode. You gain three skill points as you level up, and at level 8 you
pick your second class. Then you distribute your stat points between many
different types of skills.
![]() |
| Which was a machine that produced rats. Like a pile of rags. |
The
game has three different levels of difficulty that unlock as you beat the game.
It gets progressively harder on the high difficulties, and dependant on how you
built your character, the game can either be really easy or really tough. Using
my fire/arrow character as an example, I put all of my points into the skills
that made my main fireball/arrow attacks stronger. I could shoot multiple
projectiles of each type. By the end of the last difficulty I was shooting nine
fireballs and nine arrows, which took out everything on the screen, most of the
time.
You can
also customize your character with different options that you unlock throughout
the game. You can change your character’s look at any time. This has no intrinsic
effect on your characters stats.
![]() |
| AHAHAHAAHAAHAAHAA! I'M BURNING EVERYTHING! |
If you
can get past the graphics, and just use your own music, this game is awesome. I
really hope they make a second one, or at least someone makes something similar
to this. It left me wanting more, and I would gladly pay to get more. Even if they
didn’t change the graphics and produced a “second campaign” with more classes
and character options, I would still get it. If you’re a fan of indie games and
SHMUPS, for only 80 MS Points, this is a great deal.
Wednesday, October 17, 2012
Super Amazing Wagon Adventure
SuperAmazing Wagon Adventure is an XBL Indie game released on July 6th
2012 by sparcevector. SAWA suffers from the same thing a lot of indie games
suffer from. First of all, look at the name. What kind of game do you think
you’d be playing if you played SAWA? It better be a pretty damn awesome Wagon
adventure. The XBL Indie game description states that it’s a fast paced 2D
action game with a random story. This leaves the buyer wondering “What the heck
am I getting if play this game?” At least, that’s the way I felt. The images on
XBL don’t explain as much as I’d like either. So, what is SAWA, and is it good?
SAWA
turns out to be a side scrolling 2D SHMUP where you have to make a choice at
certain points in the game. Either choice leads takes you on different paths,
which isn’t always the same. Ford the river or try to have your Wagon jump it?
Sometimes if you ford it, you’ll cross the river. Or you end up on an
underwater adventure. Jump and you’ll just make it. Or you’ll fly into space.
This is one thing I loved, the random and ridiculous situations you’d find
yourself in.
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| SPAAAAAAAAAAAAAAAAAAAAAAAAAACE! |
Though
the game has many crazy situations you’ll find yourself in, you can tell by
playing the game that it is heavily inspired by Oregon Trail. You have three
characters who each have their own independent health, that diminishes as you
take damage. When a character runs out of health, you lose that character
forever, often to a gruesome death. You can also find different weapon upgrades
as you play the game such as firing hawks that return and dinosaur eggs that
explode into baby pterodactyls. In addition you can unlock new wagons, that
each have different unique abilities, such as starting with extra health, a
weapon upgrade, or moving faster.
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| I bet this is what the Oregon Trail was really like anyway. Driving your wagon into a herd of stampeding buffalo while you fired upon them with your machine gun. |
The
graphics are pixilated and retro. The music also reminds me of an old video
game. I really loved how upbeat and fun the music was, which was one of the
reasons I bought the game. I sat there, after I completed the demo, needing
more.
![]() |
| She's going to go in there and get violated by giant poisonous snakes. OR FIND TREASURE! Snakes be damned! |
So,
does Super Amazing Wagon Adventure provide what its name advertises? Yes, of
course it does! Go pick it up! It’s sparcevector’s first game, and at only 80MSP, there’s really no reason you shouldn’t be flying through space on your
dinosaur wagon dodging asteroids and unloading shotgun pellets into said
asteroids RIGHT NOW!
Monday, October 15, 2012
City Tuesday
CityTuesday is an Xbox Live Indie Game released on September 8th, 2012
created by Return To Adventure Mountain. Its description bills it as a “an open world
platformer game about the last five minutes before a terrorist attack. You play
a man who has become stuck reliving those five minutes before the disaster.” City
Tuesday is also a puzzle game, but this isn’t mentioned in the short
description for the game. So, how is this platformer/puzzler?
The first several levels are a tutorial of
sorts. The objective is often to acquire a bomb before a specified amount of time runs out.
Sometimes this is a straight forward objective like take the bomb out of the
trash. As the games progress the objective gets more complex, like jolt the
machines when people use them to get coins to give to musicians so there’s a
distraction that the terrorist will use to plant a bomb and leave so you can
then grab said bomb.
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| Watch out for the person in the red sweater that you met in the 3rd grade. They'll break your heart one day. |
Once you get through the “tutorial”
levels, you presented with one large city level that you need to explore and find the bombs in a five minute time limit. You can speed up the
progression of time but you can’t slow it down or reverse it. If you run out of
time the world explodes and you restart the city scenario. Along the way you
can interact with people who give you a bit of information about what’s going
on with them, but doesn’t really do anything otherwise. Rarely will you gather
useful information about how to solve a puzzle you’re currently working on from
these people.
Graphically the game is made up
of simple backgrounds that are populated with stick people. The graphics are
crisp and clear, and serve their purpose well. I really liked the initial
screens where it shows a guy at the top with a bomb and a whole crowd below him
fleeing in terror.
![]() |
| Here's a cross section of people going about their day. If you cut the New York Subway system in half, this is actually what you'd see. You also have to remove all the necks of everyone. |
The sound does its job, and that’s
about it. The music is appropriately haunting, and the sound effects aren’t
obnoxious.
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| Tabitha acquire her pretend degree at the fake Ohio State University. This information totally has relevance to what's going on in this scenario. |
Overall I would suggest at least
trying to the demo for this game. It’s a fun and interesting puzzle adventure
game, and I found myself not being overwhelmed by any of the puzzles. It’s on
the short side though, and I would’ve liked a more robust city with more bombs
to find. I really liked one of the puzzles that required you to follow someone
around and figure out how to get the bomb that they inadvertently carried and
would’ve liked more of that. For 80 MS Points, it’s a good ADD distraction
satisfier, and I hope to see a second one that’s much bigger. An expanded
inventory so that you could pick up, use, and combine items would’ve given it
an adventure game layer. A big, deep complex city could really take this game
off.
Friday, October 12, 2012
Asura's Wrath
So very
recently I received Asura’s Wrath in the mail, but had gotten Borderlands 2
that same day. Borderlands 2 took precedence, because I had been waiting for it
ever since it was annouced. When I finally got around to playing Asura’s Wrath,
I was really impressed with what I saw. This game didn’t sell well enough, or
so I’ve read, but I think it’s easy to identify the problems with it.
![]() |
| Fighting with six arms is so much cooler than two. |
I got
lucky with Asura’s Wrath, because it’s actually the first game of its type I’ve
ever played. It’s more like an anime with video game sequences interspersed
between scenes. The video game sequences are composed of fighting enemies to
build up your burst gauge and quick time events. It sounds simplistic, and it
is, but I feel like it works with what they’re trying to do very well.
Once
you fill up your burst gauge and activate it, the fighting sequence ends and
you perform QT events. Sometimes it leads to another fighting sequence, other
times it continues the plot. I really appreciated the brisk pace at which the
game advances. I think I only failed one sequence, so there was no back tracking
or repeating events.
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| One of many quick time events in the game. Quick, do something with the control sticks while the guy on screen gets his ass kicked! |
I’m not
one to normally praise a game for its graphics, but I loved the graphics of
this game. With the bright, cartoonish looking colors I was always impressed,
and felt like I was playing an animated movie. I loved the character design
too. They really approached the Uncanny Valley here with a few characters, but
it wasn’t distracting over all.
I love
the story. This reminded me of a better version of Dragon Ball Z, which I loved
when I was younger, but was deeply flawed. This contains a lot of anime tropes
and stereotypes, but it’s different enough that I wasn’t groaning or rolling my
eyes.
I
strongly recommend trying this out, but go into it knowing that this a volume
of anime with video game sequences put into it. I haven’t watched any anime for
a long time, but here I am, really enjoying this game and wanting to see more.
I’m pretty sure I’ll get the DLC at some point too.
Are
there any other games out there like this? I would definitely try another one
out. I hope that someone else takes a shot at this, and makes sure to market it
for what it is. I think it’s good to be clear and concise about what your
product is. In a this generation of video games it can sometimes be hard to
distinguish between games. I do feel like Capcom should’ve been more upfront
and honest about what this game was instead of just trying to say it’s an “Action,
Beat-‘em Up”. Sure, that’s part of the game, but when you leave it at that,
gamers are going to be very frustrated and confused by what this is when you’re
only play a few minutes of game play sandwiched between several minutes of
story.
![]() |
| The most biggest and most scariest of vaginas, the planet vagina. |
Wednesday, October 10, 2012
Spelunky
So, I have a confession to make. It’s about the game
Spelunky, which I absolutely love. I first played it way back in 2009, when the
developer, Derek Yu, was posting messages about it on the forums for TIGSource.
He was asking for feedback for the game from the community. I fell in love the
first time I played it. Then, on July 4th of 2012, an enhanced
version of the game was released on the XBLA. I downloaded and relived my glory
days of the game when I played it on the PC.
But
there’s one huge problem. I suck at this game. So much. But I keep playing it
because I still love the game, no matter how hard it is or how much I suck.
![]() |
| See that explosion? It's one of many things that will end your life. So will that bat. That crate may have a live bomb in it! Also, sometimes the gold is actually a monster. Just kidding! Or am I? |
First
of all, the game is set in a mine dungeon that is randomly generated every time
you play. It plays a lot like Super Mario Brothers. You can run, jump, attack
with your whip, throw some bombs, and deploy a rope. The game is split up into
different areas, which each have four levels. So think of it like this. Area 1
has four levels, the mine shaft section. Area 2 has four levels, the jungle…
mine… shaft. I wish I could tell you what’s beyond that.
Another
aspect of this game is that you collect treasure to amass money, which you can
use in stores to buy items. You can also find items in treasure chests and
crates, or by sacrificing the girl (Or dog or body builder) to Khali. That’s
right, most levels have a person you can save, who will give you an extra life
if you bring them to the exit, after you beat the stage. I prefer saving the
pug, and I always feel bad when I accidentally get him killed, which happens a
lot.
![]() |
| This is a picture of someone who is about to sacrifice a woman to their dark god in exchange for an item. If that worked in real life, I would lose everyone I love. |
There are only so many items in the
game but they’re randomly generated as to which ones you’ll find in the store or
in chest and crates. Almost all the items are pretty straight forward. There’s
spring boots that make you jump higher. Spike shoes that do more damage when
you jump on an enemy. A shotgun. Glue to make your bombs sticky, and so on.
There’s
also several different enemy types. Bats, skeletons, snakes, acid spitting
snakes, spiders, giant spiders, cave men, evil plants, and exploding frogs to
name a few. The enemies all have
specific attack patterns, which are easy to recognize and learn. There are also
environmental hazards, like arrow traps, spike traps, bomb crates, long drops
that cause damage, spider webs.
So you’re
essentially running through a randomly generated dungeon, collecting items and
treasure while saving puppies, all while trying to avoid so many monsters and
traps. If you spend too much time in anyone level a giant ghost will chase and
murder you. It can get very frantic and chaotic, and the game requires you to
be careful and fast at the same time. Sometimes you get lucky and find lots of
money, or just a lot of items. I consider the best set up to be lots of sticky bombs,
the shotgun, the jetpack, the spring boots, and the climbing glove. You have
massive amounts of mobility and it should make the game easy. Right?
WRONG. This
game is never easy. NEVER. The shotgun
should be a weapon of mass destruction, and it is. But it has a substantial
kick back. Don’t fire it by cliffs. You’ll fall and possibly die, or into some
spikes. And die. Or, because the bullets fly across the level, sometimes there’s
a shop keeper on the other side, who will freak out if you hit him and make it
his life mission to kill you. The jetpack is great, but it’s a bit hard to
control. I often times fly into enemies. Or spikes. And die. Sometimes you just
don’t notice the arrow trap on the other side of the level, so I’m running
along and then get shot right in the face.
Or,
there was the time an arrow trap was positioned right in front of the door of
the shop. Some monster just happened to be in front of the arrow trap, which
set it off and caused the arrow to hit the shopkeeper. Who decided this was MY
fault, even though I just started the level at the top of the map, and he was
at the bottom. ARGH.
![]() |
| I'd like to show you levels beyond Area 2, but I can't even get to them. |
The
only downside of this game is that it has local co-op. I’d prefer online. But I
played this co-op and it was even more chaotic and difficult. So maybe that’s a
good thing, but I would prefer to suffer through this with my friends who are
too far away to play with locally.
Otherwise,
I highly recommend this game if you’d like to try out a fast pace action rogue-like-esque
game with a high level of difficulty. If you’re okay with feeling frustrated,
and like to practice a game until you get better, you will enjoy this game. If
you like an old school experience with the old school difficulty, you will like
this game.
If you
already have it, how far can you get? Are you stubborn like me and refuse to use
the level short cuts? Got any hilarious death stories to share? Leave a comment
and let me know!
Monday, October 8, 2012
qrth-phyl
Does
anyone remember the old standard issue cell phone game Snake? It used to come
with almost every new cell phone that had a little digital screen on it. You
controlled a little line, called a snake, as you navigated a 2-D plane in
search of little dots, called apples. When you ate the apples your body would
grow longer and longer and if you bumped into your body you lost. You would
also lose if you hit a wall. Future versions of the game had different
variations of this simple premise.
Enter
the XBL Indie Game qrth-phyl made by hermitgames, released on Sept 9th
2012. The game bills itself as an “Arcade
documentary of maze/dot/snake mechanic within changing dimensions”. Most
of that makes sense, with the exception of the documentary part. The website
doesn’t do much to alleviate my confusion, stating that “The game plays in 3D,
is adaptive and fuses elements of documentary.” I… I guess I’ll just forget
about the documentary part of it.
One of the first things I
noticed about the game is that there is no tutorial. This isn’t too big of a
deal, because the game is laid out simply enough. You move your little snake
around with the left control stick on a flat plane and collect dots, which make
you grow longer the more you eat. The first level has no obstacles for you to
bump into, aside from yourself. When you eat enough dots, a square doorway
opens up for you to guide yourself into. This takes you to the next level,
where suddenly you’re traveling in a 3-D space, flying around. It was disorientating
at first, but I quickly got used to it. I more had trouble with the fact that
Y-Axis was set to inverted by default. I thanked God I could change it.
The game continues to progress
in this fashion, shifting between a 2-D planes 3-D ones. One plane has you free
flying inside of a cube, the other has you traveling on the outside of a cube,
which is sometimes a flat surface that flips around when you get to the edge. As
for enemies there are green cubes that travel and grow like slow moving snakes,
and the other are red cubes that appear and disappear at intervals. The entire
time you need to keep collecting dots to grow, which will sometimes appear as
you consume dots throughout the level. The objective is always to eat dots and
not die until you make the gateway appear.
As far as I could tell the game
contains two items that you could collect. One is a green plus sign type thing
that shoots lasers in four directions for a short duration, which you must
avoid until they vanish. The other is a wavey blue thing that makes your snake
short again and turns your body into dots which you can eat. This helps boost
your score. The green one is usually easy to avoid, and doesn’t present too
much of a challenge to avoid the lasers if you do happen to hit it.
The graphics are very colorful.
Normally it’s not difficult to figure out where you are and what’s going on,
with the exception of the levels where you’re only dealing with the snake
getting extremely long. Sometimes I had trouble seeing where I was going due to
camera issues and being obscured by my own body. This issue only pops up during
the free flying stages. Otherwise, the graphics are very nice, but I wouldn’t
say I was blown away by them.
The sound serves its purpose. I
didn’t feel like I was enthralled by the music or that it was memorable, but I
wasn’t rushing to put my TV on mute either. I wasn’t annoyed by the sound
effects either.
In summation I would say this is
a good indie game if you liked Snake when it was more widely available. Its
feature light, in the fact that there’s only one game play mode and a local
high score list, so no comparing your scores with people around the world. Its
difficulty scales nicely, and I never found myself being overly frustrated. I
knew with practice and dedication I could get better. If this had a few more
features (Global High Score at least) I could see it having a more lasting
appeal to it. But 80 MS ($1) you’re not really taking a risk here, because
there really is 1 dollar worth of entertainment here.
Friday, October 5, 2012
Brimstone Review for the Xbox 360
On Sept 10th, 2012 a
game was released on the Xbox Live Indie Game market called Brimstone by
Punchbag Entertainment. It is a procedurally generated multiplayer hack ‘n
slash dungeon crawler and a patch has already been released for it entitled
“Heroes’ Might” on Sept 30th. How does Brimestone compare to the
saturated rogue-like dungeon crawler market? Read on for my detailed review of
the game.
Taking one look at a screenshot of
the game and one can get a feel for what this game entails. It is a rogue-like
game in the same vein of Diablo, with randomly generate dungeons to be explored
and similarly themed loot to be acquired as well as enemies to be slain. There
are no character classes to be picked from, but players can customize their
character by assigning stat points and equipment to define their chosen play
style. You can pick from four different avatars to further customize your
character.
The game supports the means to have
three different types of characters, as well as a blend between these character
types if one choose. First is the melee fighter, with strength being their
primary attribute to help boost melee damage. The second is a ranged fighter
using a ranged attack and equipment to enhance their dexterity, all of which
was just released in the new Heroes’ Might patch. The third is a magic base
intelligence character, which initially has access to a fire spell, but can
eventually find means to cast a holy based healing spell or an ice based frost
spell. The two additional magic types were another thing added in the recent
patch.
This initial offering presents a
five level dungeon with four levels of difficulty. You can take your time to
explore each floor, gaining experience and loot to improve your character, or
you can run through each floor just looking for the stairs to find and kill the
game’s boss. I liken this to doing Mephisto runs in end game Diablo II. Just do
the quick runs to get to the boss on the final floor and get all the gear you
can fit into you inventory so you can do the same thing over again on the
higher difficulties levels. Personally I liked the setup for this. It feels
like it takes one aspect of a dungeon crawler and turns it into its own, short
burst type game.
One complaint I have about this
game is that you can’t sell the gear you don’t need any more or trade it to
your lower level friends. The developers expressed that they didn’t want people
getting bogged down by selling gear and wanted to prevent duping through player
trades. I can understand the trade argument, but as far as selling goes we
still have to go into our inventory and discard those items. A developer
absolutely does not have to conform to standards of other games and should be
willing to try new things, but the pack rat in me regrets having to throw those
old items away. Perhaps a crafting system which lets you break down items and
use them to create new ones could alleviate this? The store in the game doesn’t
really sell anything of note anyway, aside from occasional rare gems, so money
sort of losses its purpose.
The controls are simple and do not
cause frustration. I found myself hitting the shoulder buttons a lot, which
brings up your stats and inventory menus, but that is mostly due to my itchy
trigger fingers from my many years of gaming. The select button brings up a
mini-map, which is actually a huge map that encompasses the middle of the
screen and is a bit obtrusive… I would think making this a bit smaller and
having it take up a corner of the screen might make it a bit more manageable.
Another great feature of the game
is that it has multiplayer for up to 8 people via Xbox Live. For those of you
familiar with this type of game, I don’t think I need to explain how vital a
feature like this is. It is always so much more satisfying playing something
like this online with friends. Now you can play with up to 7 other friends or
random people online. Before the patch people could block the entrances to
other rooms and stairs, but this has since been fixed.
This is Punchbag Entertainment’s
first game in the Indie Market, and I would say it’s a success. The procedurally
generated levels and loot and additional difficulties give the game great
replay value, and the short dungeon only enhance this, making runs through the
game feel more fun than a chore. Make sure to check it out if you get the
chance, because at 80 Microsoft Points (1$) you are getting a great deal.
Wednesday, October 3, 2012
Weird Man and Sarcasm Boy Part II
Frederick
grabbed his tray and stood in line for lunch. Many of the kids around him
chattered and buzzed around him about their days to one another. Frederick
tried to block it out of his mind, and concentrated on the lunch ladies
dropping ice cream scoops of slop onto his plate. First came the yellow,
noodely scoop. Then came the slimy green
bean scoop. The brown scoop the school was trying to pass off as meat came
last. Each scoop of terrifying food substitutes splattered onto his plate with
a noise that reminded Frederick of the sounds that echoed out of his uncle’s
bathroom late in the evenings when he comes home drunk.
“What’s
the matter,” the lunch lady said when she noticed Frederick’s expression.
“Don’t have the appetite for the pre-approved generic school slop today?”
Frederick
raised his eyes from his tray up to the lunch lady. Her face looked like
someone had stretched a real person’s face across giant toad’s head, and her
voice croaked out of her mouth in similar fashion. He was glad there were no flies buzzing
around, because he wasn’t sure his stomach could handle it if he watched her
fleck her tongue out at one and catch it.
“No,
this is just what I was hoping for,” he said. “I was sick of being hungry, and
this sure did the trick.”
The
young man next to Frederick nudged him and asked him to keep moving. Frederick
obliged, paid for his lunch, and walked into the cafeteria. All of the other
students had sectioned each other off into specific clicks, all of which
Frederick couldn’t find himself identifying himself with. The jocks were too
preppy and into sports, and he was never fond of serious competition. The nerds
had some common interest with him, but often took things to a degree he
couldn’t fathom. The theatre kids, well, they were the theatre kids.
Frederick
had plans to sit by himself somewhere quiet when he noticed the substitute
teacher from before sitting at a table by himself, writing in his notebook and
not paying attention to the food gore he was putting into his mouth.
Frederick
put his tray down on the table opposite of the man.
“Hey.”
“Now
what,” the man said, glancing up from his notebook for only a second. Frederick
noticed he was sketching out comics, and not just writing.
“I’m
sorry about earlier. I was just kidding about the genitals thing. You just
caught me off guard.”
“That’s
alright. You gave me something to write about, at least.”
“Huh?
Is that what you’re doing right now?”
Frederick
tried to get a better look at what the man was writing and could see it looked
sort of like a super hero comic. The man threw his arms over the book and
hissed.
“For
my eyes only, filthy man spawn!”
“Oh.
Uh. Okay.”
The
two sat in silence for a moment.
“Can
I at least ask what it’s about,” Frederick asked.
“Weird
Man.”
“Huh?”
“Weird
Man. He’s not really a super hero, but he looks and acts like one. He doesn’t
fight crime and he doesn’t solve problems, he just get into really weird
situations.”
“So
he’s just a guy who runs around in a suit and harasses people?”
The
man shut his notebook.
“It’s
not like this is something I’m trying to get published or anything. It doesn’t
have to make sense.”
“If you wrote something about me, you at least have to let me see that part.”
“If you wrote something about me, you at least have to let me see that part.”
The
man stared at his notebook for several moments and then sighed.
“Alright,
I guess. But just this part. And the name is Tom. Tom Jensen.”
“Oh,
I forgot to ask. It’s nice to meet you Mr. Jensen.”
“No,
just call me Tom. I don’t like to be referred to by my teacher name.”
“Alright...
Tom.”
Tom
opened the notebook to the page he had been working on and slid it across the table
to Frederick.
“Aren’t
you going to eat any of that,” Tom said, when he noticed Frederick wasn’t
eating his food.
“I
was saving it for when I needed to purge my body of poison, but you could have
it if you want.”
He
pushed the tray towards Tom, who took it and started shoveling the food into
his mouth without hesitation.
“Thanks!”
Frederick
tried not to be sick and started reading the comic.
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