I'm playing The Flock to lose.
The Flock is interesting in this regard, as there is a global endgame condition, and that condition is "lose or make others lose enough times." The count starts at something like three hundred and thirteen million "population." When the population counter reaches zero, the game will no longer be on the market. The more people who play or the more players who die, the more the population counter goes down, and the closer the players get to endgame.
This is actually pretty interesting to me. I'm always interested when something is difficult to find, or permanently out of reach. I kind of find this more interesting than the actual game itself. So I'm playing The Flock to lose.
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I will give the twisted minds behind the Warhammer 40,000 universe credit, they at least know what they're doing with atmosphere. The series, a reductio ad absurdam of pretty much all science fiction and a little fantasy, is known for its rich atmosphere and utterly insane character designs. (Well, and codex creep, but that's for another article) It's a huge, bombastic setting of spaceships the size of former Soviet republics and ten foot tall warriors with six lungs and specially made ribs.
Regicide, by comparison, is a tactical strategy game taking some of the elements of Chess and mixing them with XCOM and Warhammer 40,000. It's not nearly as expansive or as utterly batshit as the source material it takes from, but in its own weird, restrained way, it does manage to be a lot of fun.
More, as always, below.
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I previewed this game in my first article ever for the site. I played it, and it was full of promise and life and all kinds of exciting potential. In short, while it was definitely rough, at the same time, it was a lot of fun to play.
I don't know what they did to it to take that game so full of potential, a game with a decent premise, and drop it off a cliff, but I intend to find out in great detail. Because this is not the game I previewed way back in the spring. This is a game that is significantly not that game, and it bothers me.
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The Red Solstice is a tactical 8 player co-op survival game set in the distant future on Mars. I can see how, in the heat of the moment, with all cylinders firing and everyone trying to figure out a tactical position against the alien hordes, it could be pretty cool. I'm sure there are guilds out there who would do great, shouting orders to one another and locking down a position, mowing down shrieking monsters as they run straight at you. But then there's a part of me that thinks it really missed the boat. A big part of me, actually. And it has to do with independence.
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I don't like having to pontificate on things like this. I get that it's my job, but it's kind of annoying when I can see the game for what it is, see where it could possibly be, and then be forced to lament that it wound up like this.
Galactic Inheritors is a game that seems like its ambitions exceeded its grasp. It might just be the way the game presents itself, or it may be that it seems like a very intelligent 4X game with some definite perks to it. That those perks are weighted down with a variety of bugs, strange design choices, and just in general failure to seem like an interesting game is more of a tragedy than a delight.
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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.
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So disclosure time: I loved Sid Meier's Pirates.
I bring this up because Windward is similar in a lot of respects to Pirates. Both are games where you and your crew sail around a large chain of islands and mainlands representing your chosen faction, attacking other ships, trading goods, fighting in wars, and gaining standing and reputation.
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The Shadowrun franchise is enjoying something of a renaissance recently. The tabletop game franchise; where the players take the roles of hackers, cybernetically enhanced mercenaries, and mages in a dystopian future; has been streamlined and cut down on at least some of the crunch that gives everyone issues with it. Shadowrun Returns (and its superior sequel Dragonfall) has made waves as the first successful licensed game for the franchise since the Genesis iteration back in the '90s.
Now with the online multiplayer game Shadowrun Chronicles: Boston Lockdown, there's a way for people to link up with their friends, break into some corporate buildings, and cultivate an irrational fear of the words "milk run" just like fans of the franchise have done so for years, but with less of the bookkeeping, crunch, and confusing die pools of the tabletop version. And I'd love to say it's every bit as fun as the isometric single-player iteration, but...well, read on.
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0rbitalis is the most obtuse game I've ever played, and I love it.
Perhaps I should explain: 0rbitalis is an abstract gravity-puzzle game. The object is to keep your tiny red dot orbiting on screen as long as possible, arcing it around planets and stars (represented by larger and smaller abstract shapes) as it swirls and whirls around the screen. While you only have to do so for a very short set amount of time, there are online leaderboards that encourage players to keep their orbits going for as long as possible, with some frankly unbelievable times in places.
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Sometimes, a game doesn't need to be complicated or big to be interesting
Sometimes, a game can just be odd black and white scratch art and a way to bring its concept to fruition by forcing everything in its world to try and kill you. Sometimes being as simple or as basic as a flash game forces you to look at the game, try to see what it says, and apply those things outward.
Sometimes, a game's just beautifully dark.
All these things are Sym.
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When I sat down to write this review, I found myself at a loss. With a game that fails this way on so many levels, what could one possibly address first?
It's pretty clear the game isn't good. There's not really a unifying theme, a lot of the mechanics are better implemented in other games, the weapons boil down to "mash attack as hard as you can," there's no real way to pick a loadout other than blind luck, and the near-constant waves of enemies are actually numbing at a certain point. I found my sensory input dissolving into generic music and bright colors as my fingers tapped the attack keys for reasons I could no longer understand.
But, even with all of that, it's hard to pinpoint somewhere to start. Somewhere to point out where in the horrifying and sad mesh of monstrous machinery things begin to go wrong.
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There are rare times in art when everything works exactly the way it's supposed to. Where everything clicks so perfectly into place that it's almost elegant the way everything is so finely-tuned. And that's what playing Crypt of the NecroDancer from Brace Yourself Games feels like. Elegant. Refined. Like a well-oiled machine. In its unpolished state it was fun and interesting but heavily flawed, but now that it has reached its final polish, it is a beautiful thing to behold.
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I want to like The Charnel House Trilogy, really, I do.
It's an atmosphere-heavy point-and-click adventure game by a small indie company. It's got a strange plot like nothing else I've really played, except maybe for Downfall. The art has a handmade feel to it that reminds me of older adventure games, so it has the nostalgia factor going for it. And let's be honest, as someone who enjoys Jacob's Ladder and horror games a little more than anyone would ever admit, there is really no reason that I shouldn't have had an amazing time with The Charnel House Trilogy.
But as much as I'd love to trumpet Charnel House to the heavens, I found that the game falls a little short of what it could possibly deliver. While there are some great ideas overall in The Charnel House Trilogy, there's too much here for me to suggest giving this anything but a miss.
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Victor Vran , the new game from Tropico developer Haemimont Games, is an ARPG like Diablo or The Incredible Adventures of Van Helsing. It's set in a crumbling castle somewhere in Europe, filled with all manner of creepy and crawly creatures. While many people have noted similarities to other ARPGs out there, Victor Vran adds a new element to action-RPGs that most other games have ignored: Height.
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