Steam | GOG | Zoom Platform (Your Mom's Box Set) | Zoom Platform (Fudge Pack) | STOVE


So, let me clear the air on this one: Postal 2 is gross, puerile, insensitive, and racist in the way that can only be explained if you understand where the US was culturally in 2003. I also have 79 hours in the game on Steam as of this writing. The simplest way I can explain the appeal is that the Postal Dude in this game is very 'gender' to me and playing as him and his awful life is gratifying given where I am in life myself. Moreover, this is what I would consider the 'Ur example' of what an open world game ought to be: with other modern open world games, you're still expected to do things in a certain order and complete certain objectives before proceeding - adventure games with higher resolution, frankly. Postal 2 positively doesn't care when or how you do its objectives. Bought milk from the store honestly or stole it? Doesn't matter, off the list. Confessed your sins or killed the pastor? Off the list either way. In fact, it is entirely possible to go through the game without hurting or killing anybody, which poses as much of a unique challenge as playing the game as a typical shooter. The point is, though, the game is worthwhile because of what it does, not in spite of it, because it's a rare occasion that a game will earnestly let you get as buckwild as Postal 2.


Wayne Dean (Captain Mellow) posts a thread in the Doomworld forums in 2001 for an open IWAD project. Over the following years, the project would attract some of the scene's heaviest hitters like Simon Howard (Fraggle), Johnathan Dowland (Teppic) and Mike Swanson (Chungy). As an open-source derivitave of Doom, Freedoom plays much like a remixed version of Doom I and II, right down to the final boss encounter(s). You play part of the security detail onboard an off-planet AGM installation, and as you might guess, the facility is beseiged by aliens. Higher difficulty may be encouraged, because even on the game's version of HMP, I basically never ran out of ammo and can count the number of times I lost all armor on one hand. The music on tap is excellent. The game is remarkably even-handed for a Doom PWAD, there are multiple times the game *could* punish you for bad play, but doesn't, and you don't really start running into truly mean traps until late into Phase Two. The enemies are also primarily Doom reskins in function, ranging from goofier to more intimidating, and this may be a skill issue on my part but I think they may actually be smarter that the typical Doom counterparts. A deathmatch mode was created by Jim McDougald (Rellik) as a fork of Freedoom called FreeDM that has since been incorporated into the full WAD.


GrowWing is a hori SHUMP with the central design philosophy revolving around saving powerups to upgrade your preferred shot type. Before each mission you are given one of two choices for each weapon loadout: Laser, Fhoton (sic) and Launcher. Each powerup makes the weapon look more and more impressive (for instance, level 3 of the Missile Launcher weapon turns the screen into an Itano circus) but no matter what shot type you choose, it's important to know that when it comes to bosses and tougher enemies, your only real option is charging your shots as your basic shot isn't enough to take down big ships. The game itself is relatively easy compared to others in its genre and release date - you get ten shots before you lose a life (you have 100 health and most single shots take off 10), three lives in total, and you respawn exactly where you died instead of restarting the level. Aesthetically the game is downright lovely with 3D backgrounds and pre-rendered ships created in LightWave 7.5 with the intention of The Steel Warrior learning how shaders work. As far as I can tell, there are only two levels in GrowWing - the opening taking place in a canyon and the other deep underwater - but for a project like this, that's really all you need!