The Agent Reviews (a Mod For) a Game: The Binding of Issac: Community Remix

It’s about time I did a proper review again.

The news is spreading quickly around the gaming community; The Binding of Issac: Rebirth, the sequel to Edmond McMillen’s hit game will be available on November 4th. To celebrate, he was even nice enough to endorse a 33% loyalty discount on Steam to people who bought the original. That’s dedication to your fans, folks.

However, in the meantime, hardcore fans like myself will need to find a way to scratch that itch for the next month. Leave it to some devoted fans at Code-Cast with the aid of the community on Reddit to help us out.

Community Remix, as the name implies, is a revision of the Wrath of the Lamb DLC made by and with the help of a large group of fans. It runs through another mod called SpiderMod whose primary purpose was to function as a sort of ‘survival mode’ for players that needed more of a challenge.

There are a number of changes both large and small, but the most notable differences are an indirect result of McMillen himself. Over time, he has been leaving small teasing glimpses at Rebirth in the form of small animated GIFs showcasing new items and item synergies. Community Remix has managed to incorporate these teased new items into the mod.

One new item that I found interesting was Samson’s new starting item – The Donkey’s Jawbone. In essence, it acts as a scaled down version of Mom’s Knife as it has a boomerang effect and can function as a melee weapon.

The mod also introduces new pick-ups (key rings, half-soul hearts, mixed hearts, etc.), new pill effects, new Guppy-like transformations (you can now play as Tammy and Loki if you collect their items), and has modified a few existing items (The Polaroid, for example, is now a passive collectible and won’t take up valuable trinket space).

These additions add a new level of challenge and strategy for long time players as well as give them a feel for what changes to expect in Rebirth.

But probably the most positive change in this mod is that this fixes the video resolution issues present in the original. One of my biggest complaints while playing was that there was no visually appealing screen ratio that TBoI ran at. Now, the resolution automatically adapts to your selected window/monitor size. This is amazingly valuable to ‘Let’s Play-ers’ that record their playthroughs.

There are a few minor complaints to be made with Community Remix, however. Firstly, while the adaptable resolution makes character, enemy, and item sprites look amazing with no deformation, the backgrounds still appear to look grainy and pixelated in some places.

Also, another contribution from the community were remixes of the game’s original soundtrack. These remixes are very catchy if you’re a fan of electronic music, but they don’t seem to capture the same dark, foreboding atmosphere of horror-as-comedy that Danny Baranowsky’s compositions gave. In other words, I want to like these songs more than I actually do.

Overall though, I’d say that Community Remix is a great way to tide you over until Rebirth hits the store front. It won’t replace Rebirth by any means, but It will give you a taste of what’s in store.

Now, if you’ll excuse me, I need to finish a playthrough as Guppy to honor the memory of an absent friend.

The Agent Reviews a (Fan-Made) Game: Mega Man: 8-Bit Deathmatch

Looks like Dr. Wily finally got the robot war he wanted.

At the time of writing this article, a few close friends and I are hammering out ideas for a new game. This got me to thinking about the community of indie game designers; specifically, it got me to reminisce on my early Op/Ed journalist days back to the first time I ever wrote a game review.

I mentioned in previous articles that my first game review was a fan-made first-person shooter called Mega Man: 8-Bit Deathmatch. I figured, as version 4 was just recently released to the public, now would be a good time to replay it and see if it still held up.

The Story

This game follows the events of the classic Mega Man storyline; specifically, it takes place one year after the events of “Mega Man 6.” After thwarting the evil Dr. Wily’s attempts to sabotage the 1st annual Robot Master Tournament, the 2nd tournament is dedicated to the heroic Mega Man by retro-fitting all participating robots with his weapon systems so that the contest is more about design and programming rather than firepower.

Wily contacts Mega Man and his creator Dr. Light to challenge them to match his skill in the tournament. Knowing that Wily most likely has some sort of scheme in mind, Light sends you, a recently activated creation of his, to work with Mega Man and others to monitor the contest while competing to ensure that everything runs smoothly and ensure the safety of the competitors and the people alike.

The story, admittedly, is meant to take back seat to the gameplay. It’s meant to be a call back to the old methods of game design where the game itself was suppose to be the primary entertaining factor and the blank spaces in the story were to be filled in by the player’s imagination. This is in stark contrast to most modern games that play more like interactive movies that traditional games.

The Graphics

This game combines the old school, 8-Bit aesthetic of the original games with first-person shooter gameplay. It does this primarily by use of Zandronum; a multiplayer engine for the game Doom that was based on the original Skulltag engine.

Since it’s based of of the original Doom and Doom 2, one can expect the game to play and look very similarly. MM:8BDM takes advantage of this mixed media use of sprite art and 3D texel graphics by calling on the art design of the classic Mega Man games.

All of the characters (even those introduced after the 8-bit era) are lovingly re-rendered in NES-style sprite art. Not an easy task as this meant having to completely recreate some characters and having to add new poses for all of them to allow for full 360 degree rotation as the player moves around them. Even the over 50 different maps have been made to acuratle recreate the feel of classic Mega Man stages.

The Gameplay

The goal of each round of play in single player (I have yet to be able to join with friends in multi-player, sadly) is simple; reach a specified frag count in each stage before your opponents do. That seems almost insultingly easy until you actually try to do it.

Each stage has it’s own unique deathtraps and level specific weapons. This means that you have to constantly re-adapt to your environment and use the resources available to best your opponents. Imagine, if you will, if some made fighting robots to compete in The Hunger Games and you get the idea of the life or death struggle at hand.

What’s more, the death battle/free-for-all gameplay is occasionally broken up by some of Wily’s more notorious creations such as the Doc Robots. These one-on-one boss fights are intense and fast paced. If you thought fighting the Yellow Devil was rough, try jumping over his attacks in first-person as they literally fly at your face. Or how about trying to slalom through Mets while trying to outrun the massive Gutsdozer?

At no point did the game ever feel boring or repetitive even though the task was the same every time. It does just enough to make you want to see what else is in store for you time.

The Problems

As much fun as it is to play, this is one of those games that can wear on you after a while. Despite the stages never feeling repetitive, you can really only take so many arena style fights before you need a break. That said, I still found myself going back to try again after a quick breather.

Also, the boss fights can be infuriating. Not only are they outrageously powerful and difficult to beat, but if you fail, you have to start the whole match from the beginning. This makes sense for some fights, but others like the aforementioned Doc Robots that assail you one at a time can be rage inducing when you die half way through and have to fight them all over again. These fights are also made more difficult by the first person angle that makes it an ordeal to gauge jump arcs and dodge incoming attacks as you can’t see yourself in relation to the environment.

Still, these are both minor hiccups in an otherwise solid game. As stated, I still came back to play everytime.

Wrapping Up

Supporting fan games like this is important. By using the formula of an already established series, it allows the creator to focus their energy towards other aspects of the game that really shine.

This game is a lot of fun and can turn addictive quickly. On top of that, it’s use of the doom engine makes it easy to mod with your own sprites and maps.

You can download the game for free and find other projects of creator Cutman Mike’s at You can also learn strategies and how to customize your game at the MM:8BDM Wiki and you won’t have wasted your time.