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Battle for Wesnoth

Not infrequently, you run into somebody posting about whether or not open-source development can possibly work for games, and usually concluding that it can't. Very likely the poster has played NetHack, but I guess Rogue-likes don't count. But. What about Battle for Wesnoth?

Battle for Wesnoth is a turn-based fantasy game in which you control a set of heroes and armies, building up over time to defeat AI-controlled opponents. A slew of campaign and scenarios in the game itself provide probably hundreds of hours of gameplay, but an active community provides innumerable new mods and campaigns you can download. It's been localized for something like 20 languages, and ported to just about every viable OS still in active use. And it is, of course, utterly free, both in the "free like beer" and "free like freedom" senses; the source code is open and available.

Big Box of Blox

Buy This Game and Get Plasmaworm as a Free Bonus

Yar, well... It's Tetris.

Well not quite; none of the Tetris shapes, instead a fall-from-the-sky, match-three-stacking game like, well, many others--except that there are five different game modes that introduce new features, like jokers, bombs, hidden blox, frogs, fireballs, slot machines, "wild" blox, and boulders.

Book & Volume

The text adventure--once the purview of geeks and computer scientists seeking to push the edge of mainframe computing technology; now an arena for serious writers and academics looking to explore the intersection between literature and interaction.

Case in point.

Book & Volume is a Z-engine game--implemented using the same technology that Infocom used, back in the day. Too retro for the conventional market, but finding another outlet: it's a highly literary work with serious artistic ambitions, recognized by the Iowa Review of all things--a journal you probably have never heard of, unless you are a short fiction writer, desperately trying to find a venue for your work in a world where markets for short fiction are few. And if, say, you are an obscure SF short story writer with credits in the degraded pulps, and find that Z-machine games are appearing in the effing IOWA REVIEW, you think.... Well, this isn't the world I grew up in.

Bridge Construction Set

Fun with Physics

The name may make BCS sound dull, but actually, it's quite entertaining--and quite innovative. In a series of levels of increasing difficulty, you're challenged to build increasingly complicated bridges, then drive over them in a train--and if you haven't done a good enough job, watch it collapse. The key is that it's in 3D with a robust physics engine that simulates the stresses on bridge members in detail, and provides a nice view of the occasional disasters. It's no surprise that BCS won the "audience choice" award at the 2003 Independent Games Festival. (Mac and Linux versions, too.)

Bullet Candy


Death and Beauty

It's a paradox that the shmup--that old-school genre of frenetic space shooting--can create visuals that come closer to the status of abstract art than any other digital form... If you could ever look up from the intensity of combat long enough to really notice them.

Bullet Candy is a case in point; frenetic space mayhem, and beautiful imagery.

Charlie Knight, its creator, is clearly a long-standing enthusiast of the genre; he's created a highly polished, well executed examplar of the form, complete with "Minter levels" as an homage to Jeff Minter's landmark games. Shmup fans will find a lot to like here; novices are advised to turn the difficulty down as low as it will go (which isn't much).