
Orebody: Binder’s Tale is a run and gun shooter with an authentic 8-bit aesthetic that takes place on the alien world of Orebody. As an orphaned battle bot, players fight their way to the Floating City of Galvanstad to confront their makers and avenge the death of their mentor.
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Languages: English, French, Italian, German, Spanish - Spain, Japanese, Korean, Polish, Portuguese - Brazil, Portuguese - Portugal, Russian, Simplified Chinese +2 more
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[h1] Orebody is quite obviously a Mega Man inspired 8-bit run and gun shooter that could be decent but falls flat and short in so many levels and areas and even contradicts itself over the course of the game. [/h1] The only positive review is some Chinese crap curator that literally played it for 30 minutes and then rated it positive, not even nearly finishing the game and didn't even see everything there is to see. His opinion is therefore not even slightly relevant for me personally. Everything you see in the Screenshots is basically what you get. There is a story about a metal piece that landed on an island and was found by an old man. As an orphaned battle bot named Binder (You), players have to "run and gun" and blast their way across Orebody in order to reach the Floating City of Galvanstad, a hovering technological fortress/city, to confront their creators and avenge the death of their mentor. The story is somewhat serviceable for an indie attempt, but the story isn't the main selling point of a Mega Man-like game anyway. So instead of focusing on the story I would rather focus on other aspects like gameplay etc. [h1] My Opinion (SLIGHT BUT IRRELEVANT SPOILER AHEAD) [/h1] It's marketed as a "run and gun" shooter, but then you have the wizards in world two that literally shoot way too many projectiles in certain areas where you can't boost (Down + A boost which you get after completing area one). It's more of a: [i] "Okay, let's jump in the right short time frame in order to do one hit and repeat"[/i] instead of [i]"gun and run"[/i]. It takes out the flow of the game completely. Projectiles in world two (these little balls wildly buzzing around) fall in a diagonal way and then go up and down as they please. Certain attacks are super annoying, and they're not hard in a good way but aggravate the situation and make it artificially difficult to continue, even on the easiest difficulty. Lives do not replenish after completing an area, only a game over within the area does replenish... Why? You can't go "up" in the main menu with the analog stick. You press "Start" in your library and once you hit the menu you can only go down, but you can't go up?? It's not really a problem, but it shows how much love and care was put into it, and it does not really speak in favor of the game and developer. Down + A (Dash forward after area one) lets you dash forward, but the camera isn't following. If you dash to the end of the screen, you have to go back, so the camera follows you again. This can potentially lead to loosing lives very often and is only one thing: frustrating. You don't have a health bar. If you get hit, you’ll lose a life. Some areas are insanely long in comparison and once you die in a certain area, feel free to do it again, or you can "cheat yourself through it" if you use save states. At this point it's not hard to finish the game (I finished it within a bit over 2 hours of playtime) it's more of a: "Okay let me learn the pattern" and I don't exactly call this good game design. The soundtrack went completely silent multiple times, and I had to close and re-open the game in order to fix it. I was playing on 1440p @144hz. Maybe the high framerate caused some issues? In area two when you have the new ability to press down + A in order to dash forward, you can stand under the wizard's projectiles. If you spam Attack, while they also spam their attack, the game lags out @144 frames, just like a good arcade game and is also something I do not understand. Frames do not go lower, but the game gets a huge slow-down for no reason in certain areas and spots. Area four introduces some kind of "roots'' and once you step on it, you'll lose a life. So far so good since you get a double jump and dash ability after area three, but the problem is: It's not working properly on tight areas. If you can't use double jump because the ceiling is too close and therefore difficult to use the ability (dash after double jump) then you can't really tell me that you tested this feature. It's especially annoying in area four and onwards. The videogame feels more like someone who has opened a construction kit, tries to assemble everything he finds interesting only to realize at the end: "Hmm... that doesn't really hold that well" to then just wrap a whole roll of tape around it so that it holds together halfway and expects 10€ for it. [h1] But it can't be all bad, right? [/h1] No, there are certainly a few suprises that were really cool. The soundtrack is nicely done, you even have a jukebox so you can continue listening to the music outside the game (In the menu), I like the graphic style and it reminds me a lot of the old days and the bosses, even if they are very easy after learning the pattern. They are very interesting and hard at the beginning. The skills you get after each area are also halfway coherent but the deep problems of the game let me sadly not recommend it as of now. I might change this review in the future. The developer / publisher is definitely willing to address the points and has also already responded to my thread in the forum and fixed a lot of things (Save states, achievements and left stick adjustments for example). So it remains to be seen how the game will be further patched and if the problems will be fixed. [url=https://steamcommunity.com/app/2124210/discussions/0/3711558744932421196/]The thread can be found here.[/url] [h1] My Specs: [/h1] [code]CPU: i9 9900k @3.60 GHz GPU: RTX 2080 Ti RAM: DDR4 32 GB RAM OS: Win10 Resolution: 1440p @144hz/fps [/code] [h1] Additional Info: [/h1] [table] [tr] [th]Content & Replay Value[/th] [th]It took me around 120 minutes to conclude my journey through Orebody. I see no reason to replay the game, but you can play "Boss Rush Mode" if you'd like.[/th] [/tr] [tr] [td]Mode[/td] [td]Single Player Only[/td] [/tr] [tr] [td]Controller Recommended?[/td] [td]Yes, but it is definitely designed for you to take the D-Pad and not the left stick.[/td] [/tr] [/table] [b]Acknowledgement[/b] [quote]This game was provided for review purposes by the developers. Thank you![/quote] [h1] Conclusion [/h1] The game costs close to €10 and if you wait for a sale you could buy Mega Man Collection that gives you 6 games: https://store.steampowered.com/app/363440/Mega_Man_Legacy_Collection/ There are not a lot of reasons to buy this game with that steep price point if the original is nearly the same price or even lower, especially on a sale and includes 5 (!) more games. The game experience leaves a lot to be desired and the complete experience is more of a "Well it was okay" than a big highlight. If you already completed Mega Man and want more of the same you can always try out this Indie approach. [h1] Final Verdict: 5/10 Mediocre 😐 (It can be fixed over time though)[/h1]
[quote][b]Check out our [url=store.steampowered.com/curator/36364102-Horny-Hentai-Festival/]Steam curator[/url] , [url=www.youtube.com/curatorhhf/]YouTube channel[/url] and [url=twitter.com/hhfcurator]Twitter[/url]![/b][/quote] Oldschool Megaman-style 2D pixelart platformer being inspired NES around era. Inconvenience but nostalgic feelings take care of our mental health. State save/load. Mini-video >> https://twitter.com/hhfcurator/status/1659954058176917504
[b][i]This is an action shooter in retro style odes to the glory days of 8-bit arcades.[/i][/b] Gameplay: https://youtu.be/noKA0gKy6lA They took core mechanic from the past to recreate classic gameplay with a modern twist. There is something for everyone in this short but amusing endeavor. Perfect for short sessions. Its arcade gameplay and old school art direction make for an astonishingly fun game full of explosions, various locations and spectacular boss battles. + Classic old school 8-bit experience. + Multiple weapon types and skills. + 15 bosses. + Achievements. + Concept art collection. + Collection of official soundtracks. + In-game manual. + Bonus sokoban puzzle game *Sand Ripples*. + There is a save/load system. - Some bugs. - High price. [u]You can read other reviews and subscribe to our curators. Welcome![/u] [url=http://store.steampowered.com/curator/25737869/] 5 minutes of game [/url]
[h1]向日葵游戏评分【6/10】[/h1] 《Orebody: Binder's Tale》是一款复古8bit平台游戏,玩法类似《洛克人》,难度要低许多。 [h1]欢迎大家关注我们的鉴赏家:https://store.steampowered.com/curator/28763059[/h1] [h1]和你一起寻找好玩的游戏,快来关注我们吧~微信公众号“向日葵游戏”、官方微博“向日葵游戏评测”[/h1]
This is a NES platformer that reeks all over of someone trying out NES Maker or similar software for the first time. A game that has potential, but didn't get any of the polish it needs to actually be a truly playable game. It feels more like a beta, a student project, or a tech demo. The obvious comparison is Mega Man, You're a blue robot that shoots things, the comparison comes naturally. However, this game suffers from several critical flaws. The first, and most major, is that the controls just don't feel all that good to play. If you press up to aim up, you no longer can move in any direction or jump. You also can't shoot up while jumping. This feels like it is due to the programming not being able to handle multiple states at once. Once you've entered one state (look up) you cannot enter another (move, jump). On top of that, when you look up, your character will also face to the right - with the gun on the right side - whether you started facing that way or not. So the game doesn't know how to check for orientation before entering the look up state. Another problem comes when you've unlocked sliding. Using the slide moves your character forward, but does not scroll the screen. You could very easily put yourself on the right hand side of the screen, and then instantly lose a life to whatever spawns in as you do begin to walk and scroll it. Again, this feels like the game can't handle two things at once, sliding and screen scroll. I also did run into a few issues where I would attempt to jump forward, the screen would scroll, but the character jumped straight up instead. One of the biggest problems I had, is that the enemies all use the same pallet as the background. The programmer wasn't able to separate pallet for entities and background, so every level loaded the one pallet in for everything. This is especially evident when enemies get reused between stages, and suddenly have a new color change. On top of this, the enemies do not appear to have any sort of AI. Bosses will always act in a repeating pattern. For example, stage three's miniboss always fires the same directions in the pattern regardless of what side of the miniboss you are standing on. Another example is that the level 1 boss will attempt to use the hand attack even after the hand is destroyed, so it just sits there doing nothing for that portion of the pattern. (And likewise, destroying the boss before the hand will get you the achievement, but will not end the fight becuase the hand is still active.) There is another enemy that simply fires too fast to reliably be able to change elevation between the shots to hit it. There is no indication after you use a life for how long your invulnerability timer is, there is no indication what it takes to earn another life, running out of lives on a stage - even if on the end boss - resets you to the very beginning of the stage (there should be checkpoints, especially after the miniboss, but that's a personal preference), it asks you to "continue" even on stage 1 (which at least does skip the opening cut scene again) or if you die in the boss rush, which just sets you back to the main menu anyway. Enemies can sometimes be despawned, but that's hardly unique to this game, I just wanted to include it for completion sake. The game is technically complete and functional, but these glaring issues really make it feel like it should be a free ROM on itch.io, not something they are charging ten dollars for. There is no reality where it is worth that price in its current state. Even with the bonus game. There is a second ROM included, Sand Ripples. This is a 22 level box pushing puzzle game. Better, but still not without its flaws. For example, the goal switches part way through from dropping boxes in holes to "collect the crystals". This comes really without any warning. There is no animation when the box moves, it just teleports to the next spot on the grid. And puzzle games tend to be harder to create, because the puzzles need to be sell thought out and generally provide *A* solution, whereas some of the later ones in this seem to have just been dropped in with very open ended, and relatively easy, answers. Unless you have trouble telling where the walls are versus areas you can walk over, which can be a problem in some of the stages. No, I do not recommend buying this game. It is not ready to be a commercial product. That is not to say I think the game shouldn't have been made. It feels like this game was someone's learning experience, and I whole-heartedly encourage that. However, homebrew tech demos like that deserve to be freely distributed, usually so the creator can get more feedback and help improve their skill for later games. They skipped that part and went straight to "sell it!" here. Don't skip that part.
Definitely pick this one up if you want a short weekend of fun action filled retro goodness. Reminds me of the Gunman Clive games, which are also a good time.
I picked up Orebody: Binder's Tale during the recent Dinos vs. Robots Fest, and once I got used to how it handles, which didn't take long, I had a great time with the game. Orebody: Binder's Tale appears at first glance to be a Mega Man-style platformer, though it's less forgiving than its apparent inspiration, and this isn't quite offset by the infinite continues - it would have been nice to have an extra hit-point ([spoiler]particularly in those narrow spike-filled areas where you need to make careful use of double-jumps and air-dashes[/spoiler]), and I don't think that this would have compromised the overall challenge too much. Nonetheless, it's certainly not impossible once you get the hang of it. The main game offers Novice and Advanced difficulties (the latter of which starts you out with all of your abilities from the beginning of the game) and a boss-rush mode, and you also get a bonus Sokoban-style puzzle-game set in the same universe, titled Orebody: Sand Ripples. Sokoban isn't really my sort of thing, though, so I only briefly tried out this extra - it's still nice that it's there, though. You also get an art-viewer and a sound-test, and the same settings/save-state menu (accessed by pressing L&R whilst in-game) that all of the modern emulator-wrapped NES games from publisher Nami Tentou seem to have. It works great on the Steam Deck out of the box. I'm a fan of robot fiction and liked the story and worldbuilding. Combining those with the in-game trials, I found myself quite attached to Binder by the end, so [spoiler]I was totally unprepared for the ending being so sad! I hoped for a better outcome for the little guy[/spoiler]! I thoroughly enjoyed this experience from start to finish, and I'm looking forward to seeing more from the Orebody universe in the future.
Certainly worthy of the 'Nintendo Hard' label, remember you can save state! It feels like MegaMan and Contra had a baby, this can also be found as a real physical NES cartridge, this release uses emulation, but it works pretty well!
jogo é muito bom, me lembrou pouco de mega man com contra ehehe começo é de boa mas lá na frente jogo começa fica pouco difícil, recomendo fortemente esse jogo quem curte um game retro, fiz uma play de inicio dele passa lá conferir, já deixa aquele Like para ajudar se gostar segue lá ^^ https://youtu.be/KSBjXfVLfwo
Video review: https://youtu.be/Df1y_A1StX4
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