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Cross of the Dutchman Review

Maybe I'm just spoiled. Maybe that's it. I've been going over and over in my head exactly what it is about Cross of the Dutchman that makes it so unsatisfying to play. It's not a bad game. It's definitely not like Chariot Wars or The Weaponographist, where I was able to pinpoint (violently) what I disliked about it. I don't dislike anything about Cross of the Dutchman, it's a perfectly okay small game about a folk hero and his attempt to drive the Saxons from his homelands. Violently. With his fists. The art style is pretty terrific, the controls aren't too bad, and it's a nice little hack-and-slasher. 

But the game just falls a little short. Maybe not in what it is...it's a hack-and-slash actioner and that's really all I expected from it after a few minutes' play. But definitely in what it could be.  I just felt like after playing it, I hadn't experienced anything that I would really take time out of my day otherwise to do. And I suppose that's the real issue.

Maybe I'm just spoiled. Maybe that's it. I've been going over and over in my head exactly what it is about Cross of the Dutchman that makes it so unsatisfying to play. It's not a bad game. It's definitely not like Chariot Wars or The Weaponographist, where I was able to pinpoint (violently) what I disliked about it. I don't dislike anything about Cross of the Dutchman, it's a perfectly okay small game about a folk hero and his attempt to drive the Saxons from his homelands. Violently. With his fists. The art style is pretty terrific, the controls aren't too bad, and it's a nice little hack-and-slasher. 

But the game just falls a little short. Maybe not in what it is...it's a hack-and-slash actioner and that's really all I expected from it after a few minutes of play. But definitely in what it could be.  I just felt like after playing it, I hadn't experienced anything that I would really take time out of my day otherwise to do. And I suppose that's the real issue.

Cross of the Dutchman retells the story of Big Pier, or Pier Gerlofs Donia. A big man, fed up with what the occupying Saxons were doing to his people and his lands, Pier Donia decided to take the fight to them. First by beating the everloving crap out of every Saxon he could find, and then by rounding up a band of vigilantes and making targeted strikes on the Saxon forces, stealing supplies, and the like. The player takes the role of Pier, who starts out just trying to get through his day in the village. At first, the player only has a pair of fists and some basic moves, but as the story progresses, they gain companions, a sword, and even a plow at one point as they drive the hordes of vile Saxons from their land. The game alternates between regular hack-and-slash gameplay and stealth sections as you sneak around Saxons during night raids and hold your own against onslaught after onslaught of enemies. 

But here's where it breaks down a little. There's not much to do other than that. There's also not much in the way of tactics or anything other than "Run around, avoid getting hit, power up attack, release attack, repeat." The stealth sections contain moments where, if you go too far off the rails, the game penalizes you by having you caught by people who don't even appear onscreen. In fact, the game as a whole is pretty railsy, which is normally all right (not every game has to be an open-world extravaganza), but chafes when one of the things the game has you do is explore the wide-open levels looking for treasure chests, shortcuts, and alternate routes. 

Captured! By the forces of absolutely no one!

Captured! By the forces of absolutely no one!

What you can do within those rules isn't really all that great, either. Pacing and progress in the game are slow. It makes sense for the narrative to have Pier not immediately get a sword and go to town on everyone, but spending that much time using his fists before getting the option of a sword just doesn't make that much sense game design-wise. The longer you keep players from progress, the more the players get frustrated with the game. In telling the story of how the legend becomes who he is, the fundamental satisfaction of being the legend is actually lost. Also, the aforementioned rails kind of left me feeling confined. 

All of this is a shame, because the game has some great points, too. The cutscenes are all illustrations, as if they came out of a rather cartoony stained glass window or illuminated manuscript, what voice acting there is isn't terrible, and the two-second sequence where I got to mow down people with a plow was good.

But for every decent sequence, there are six or seven problems with it. Combat doesn't flow, even with the sword. Sometimes you'll be able to hold down the mouse button and cleave through your enemies, sometimes you'll be unable to do anything of the kind, and Pier will stand there and get beat on. Most of the basic moves in combat are irrelevant anyway, as you will find yourself relying more and more on the obscene and unbalanced one-hit kill move that, conveniently enough, also works as an AOE and recharges with relative quickness. This turns the battles into a pattern of running around the map to recharge the super, taking out a cloud of Saxons, and then running around the map to recharge again. 

The tutorial sequences delving into parody doesn't exactly help either. It worked in Fairy Fencer F because it was just that kind of game. But Cross of the Dutchman is very much not that kind of game, and so when Pier's wife constantly talks about minimaps and the like, it just rings hollow.

In the end, I wouldn't recommend Cross of the Dutchman. It's not a great game, and what is there isn't enough to keep me interested. If I hadn't gotten this review copy, I wouldn't be giving it a second look, and I'm not sure anyone should.

2/5

Full disclosure: Reviewer received a free review copy of this game on Steam

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More Like War Crimes: Chariot Wars for PC

This game has broken me

I've tried every possible angle of attack, from sarcastically  framing it as the perfect game for the "offended set" to long pontifications on exactly why this game was made and managed to be released through Steam when it's clearly a quarter of a game. But in the end, I keep coming back to the person whose words have impacted my life far more than anyone's should have, especially his: Roger Ebert. 

This game has broken me.

I've tried every possible angle of attack, from sarcastically framing it as the perfect game for the "offended set" to long pontifications on exactly why this game was made and managed to be released through Steam when it's clearly a quarter of a game. But in the end, I keep coming back to the person whose words have impacted my life far more than anyone's should have, especially his: Roger Ebert. 

All right! Boring menus, ads, and astronomical load times await!

All right! Boring menus, ads, and astronomical load times await!

Ebert always started out his critical viewings by asking himself who the movie was for. If you're a genre film freak but hate the French New Wave, for example, you're going to consider The Dead Matter to be superior to Breathless*. If you're the kind of person who only sees movies if they're limited release, in subtitles, in black and white, and about the disintegration of a marriage, you are not the target audience for The Avengers, and your review is going to carry less weight with the people who might be interested in seeing the movie. 

It's the same with games. While games are technically for everyone, intake is kind of specialized from person to person, and quality is kind of relative to what people enjoy.  So when someone critiques a game, it's important to figure out who the audience of the game is, to kind of put yourself in their place and critique it so they know it's the best game for them. Or not, as the case may be. 

Which brings us (finally) to Chariot Wars. As far as I can tell, this game is for people who hate themselves. I cannot fathom this game being for an actual audience other than the easily hoodwinked and gullible on Steam. The only way I can see this being bought by anyone is if they somehow accidentally clicked on it or got it for free from one of their enemies with no way to fob it off on some other poor bastard. 

Ahh, the opening cinematics. State of the art for 1996

Ahh, the opening cinematics. State of the art for 1996

The graphics are bland. Not in the sense that they're drab or anything, but in the sense that they have made something interesting incredibly uninteresting. Due to the racing logic being based almost entirely on luck, you will see a lot of samey scenery with really no variation whatsoever. From the back of the pack. It's pretty clear they're using fairly basic backgrounds with a skybox, and I'm glad they found something that worked, but when the sky does not move and the backgrounds are kind of boring and somehow the backgrounds look like walls against the sky, it creates something I wouldn't want to take a relaxed drive around, let alone see in a racing game. Even in games where the vehicle sections mostly suck, at least they try to present interesting scenery to drive around in. This is not the case with Chariot Wars. In fact, it's surprising how limited everything is, since the load times from one screen to another are absolutely astronomical.

Yes, that is me racing against myself. You'd think they wouldn't do that.

Yes, that is me racing against myself. You'd think they wouldn't do that.

The character animations are similarly limited and boring. In fact, it looks like the characters are fresh out of a 3D modeling program and then barely animated-- they stand in the center of their chariots and flap their wrists in a lackluster manner. Combined with the slow movement of the chariots themselves and the bog-standard racing, it's ugly to look at, and not in the interesting way Pathologic is ugly to look at. It's plain, incredibly boring, and I'm actually a little insulted this was called a game.

Sure do love the variety here. 

Sure do love the variety here. 

Which brings me to the controls. Again, things are pretty standard. W makes you accelerate, S brakes, and A and D turn you left and right, respectively. As you roll around the track at a movement speed that would infuriate and offend most snails with its slowness, you can occasionally pick up boost coins that allow a small amount of speed. Of course, all of this is immediately lost when you hit another racer, as you don't just bounce off but go careening off into the side of the track and spin around backwards like collision detection forgot physics existed. While the game does warn against this, at the same time, you'd have thought that they'd at least made some attempt to fix this rather than claiming it as a feature. 

And then there's the way the game will spontaneously switch into "tablet mode" at even the slightest provocation, switching the window size and making the controls stickier. Since the luck-based racing already makes everything difficult, suddenly switching the controls on the player for seemingly no reason is especially frustrating. Oh, and then there's the luck based racing. While you can accelerate and take corners and do all the things required of you in racing games, none of it really matters, as you will quickly be left in the dust and have to make your way around the track in the hopes that perhaps, just perhaps, you will finally catch up with someone.

In the end, the presence of games like Chariot Wars makes me wonder why people are insisting gaming's moved on as a medium. It makes me seriously doubt the need for artistic criticism as long as crap like this is being put out. This game has made me doubt the entire art form of games criticism. Do not give this any attention. This isn't worth it. Find something better do do with your time.

Score: 0 out of 5

Full disclosure: The reviewer received a free copy of this game for review

 

*For the record, just about any film is objectively superior to Breathless.

 

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