Welcome to another ST-urday, chowdah-heads, as we head to Beantown for all the bams, booms and kablowies we can arrange. It feels like a game with "Bomb" right in the title is a long time coming for this feature, given where it's hosted. But we'll get to all that when it is indeed gotten to. Yes.
Instead, let's talk about October some and how this site's been crazy busy of late. If it's not a seven hour quixotic quest to complete a boss fight against an enormous demonic undead foe with difficult platforming and pinpoint accuracy (the new Destiny raid), it's a three hour quixotic quest to complete a boss fight against an enormous demonic undead foe with difficult platforming and pinpoint accuracy (the finale of Vinnyvania: Dracula's Curse). Yet I feel this is just the beginning: October, I can sense, is going to be a busy month for all of us in the games coverage biz, amateurs (hi there) and professionals alike. Even though half of the list of highly anticipated games of 2015 have put up a "Do Not Disturb" sign on their proverbial hotel doors and decided to sleep in until next year, we're still going to see a lot of releases over the next couple of months. Even as someone who buys all his games with a six month price-drop buffer, this year has left me spoiled for choice: I'd love to get around to Witcher 3, Bloodborne, MGSV, Super Mario Maker, Fallout 4 or Just Cause 3 before it's inevitably time for GOTY considerations, and those are just the AAA games. There's more 2015 Indies I'd love to get through than I can count: Soma, Undertale, Axiom Verge, The Book of Unwritten Tales 2, Ori and the Blind Forest and Titan Souls to name but a few.
I also wanted to talk a little about my recurring TurboGrafx-16/PC Engine feature Octurbo. Three days into my favorite month without a peep should be enough of a hint that I'm not making it a month-long daily series this year. I feel I've covered almost everything of note between the two prior years and the two recent WikiProjects to get all the US-released TG16/CD games on the wiki with full pages, but there might be a handful of PC Engine holdouts I could build an Octurbo week around. But hey: when it comes to covering games for a system barely anyone remembers or cares about, ST-urday is here for you. Let's get on with that.
Boston Bomb Club
Boston Bomb Club is another creation of our fantastical French friends Silmarils - we explored the first part of their Ishar trilogy before wandering off and getting ganked in a forest. Boston Bomb Club was developed a year before they began on the Ishar games; in spite their Middle-earth-inspired name Silmarils actually worked on a lot of curious projects outside of the standard Tolkien fantasy template. There's still a few more of those I might be covering further down the line.
In one of those happy little coincidences, I'd already picked out this week's game of petard pandemonium before the site chose to focus on the hilariously mean-spirited Ultimate Chicken Horse (both the Unfinished and the back half of the recent UPF are worth watching). Though Boston Bomb Club is an entirely different barrel of buzzsaws, it shares a similar philosophy of "creativity meets chaos".
Boston Bomb Club imagines an old gentlemen's club in the great Massachusetts city of Boston run by eccentric inventors and pyromaniacs who frequently convene to create contraptions that the unseen player has to guide a number of bombs around. The bombs pop out two at a time and the player has to configure the course to guide them safely to where they can be extinguished and removed. It effectively plays like a cross between Pipe Dream and one of those many Rube Goldberg-ian "The Incredible Machine" types of puzzle game. Naturally, as the product of a French game development studio, it also has a very distinctive, off-beat art style (not to mention some borderline NSFW pneumatic bunnygirls).
A little more about the general rules of the game before we start dropping screenshots: the player only has to ensure the safe removal of one bomb in their initial stock of five in order to move onto the next stage/table. However, the bombs are effectively "lives": once all have been destroyed (dropped off the table, hit a deadly obstacle or another bomb, left on the table for too long) the game is over. As with Lemmings 2: The Tribes and its eponymous suicidal rodents or Breakout with its multiple ball power-ups, the game is entirely possible to complete with only one moving piece to worry about, but having as many as possible around is a useful safety net. There's definitely a "a bird in the hand is worth two in the bush" risk/reward paradigm in play here, as trying to focus on escorting two bombs at once can mean losing them both.