Fairy Fencer F Review
I had a lot of fun with this one.
Fairy Fencer F is kind of a unique experience among JRPGs. It throws a tremendous amount of stuff at the wall, and most of it actually winds up sticking pretty well. It's a game where you can release an ancient evil god for special powers, accumulate sword spirits like crazy, have to pay an info broker repeatedly to progress in the story, and where the hero really doesn't want to do anything he doesn't have to.
And it is brilliant. More, as always, below.
I had a lot of fun with this one.
Fairy Fencer F is kind of a unique experience among JRPGs. It throws a tremendous amount of stuff at the wall, and most of it actually winds up sticking pretty well. It's a game where you can release an ancient evil god for special powers, accumulate sword spirits like crazy, have to pay an info broker repeatedly to progress in the story, and where the hero really doesn't want to do anything he doesn't have to.
And it is brilliant. More, as always, below.
Fairy Fencer F begins with it's hero locked in a dungeon and asleep. From this noblest of beginnings, the player is introduced to Fang. Fang wants nothing more than to eat and sleep and not much else. Accompanying Fang, however, is a fairy named Eryn, the spirit of his sword. Fang pulled Eryn out of a tree, and from that point on he is tasked with finding the "Furies" locked within swords so he can unseal the Goddess and she can once again preside over the land. Fang is warned, however, that other "fencers" are out looking for powerful furies, and he'll have lots of competition if he wants to unseal the Goddess and bring the world back to its rightful place.
Eryn, tutorialing it up
What this entails is a staggering series of subsystems, from boosting your stats to giving your characters new abilities, to giving the characters bonus powers. On top of all of this, is a system that awards you stat boosts and various power-ups for doing things as simple as jumping up and down a hundred times. While the game doesn't feel very big at first, and the simple map/town interactions don't do a lot to dissuade that notion, it's what happens when you get into the interlocking systems that really makes the game pop. Something as simple as grinding your jumping ability, for instance, immediately moves you up in the initiative order. You use your spirits to gain new lands to explore, giving you stat bonuses and resistances based on the fury's power. And it keeps going up from there.
The one issue with the game is that it takes a lot of grinding to do things. Something as simple as leveling up a combat power can sometimes take killing every single enemy in a level. There's a whole ton of systems, but each one requires a ton of points and money. There is a lot to see and do, and the amount of grinding you have to do is kind of tremendous to get anywhere. Combined with the game's lack of an auto-save or save anywhere feature, suddenly the difficulty curve gets a lot more difficult than it usually would be.
The game is well worth it, though, as it has a sense of humor about itself (and other JRPGs). The characters lean on the fourth wall just enough while still committing to the premise that it's really funny, and having the bosses comment on their place in the story is hilarious. Similarly, Fang's reactions, which range from "No, please, no." to "What the hell did I just do?!" help keep the tone fairly light.
In the end, if you're looking for a good, innovative JRPG with a surprising amount of depth and some interesting plot turns within its "Get the plot coupons" plot, then I would go with this one. While it might be prudent to wait for a sale, you should definitely pick this one up.
5/5
Full Disclosure: Reviewer received a Steam review copy of this game
The Flock Review
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.
The title screen, with the dreaded population counter
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.
The Flock is an asymmetrical multiplayer game. Something like abstract surrealist flashlight tag. In one of several crumbling arenas, everybody plays The Flock, monsters that bound through the tunnels and passageways and hallways of the level, all of them hunting for the Artifact. The creature designs of The Flock are amazing, Creatures with hunched, visible spines and creepy skull-like faces. A lot of thought went into the way they act and the way they move, and even from a first-person perspective, you can tell that there's a unique form of movement and a very creepy aesthetic to these guys.
When a player gets the Artifact, then they immediately transform into the Wielder. The Wielder runs around the level with the Artifact (basically a massive flashlight) trying to capture points with it while avoiding the Flock, all of whom are trying to become the Wielder. The flashlight can also kill the Flock if one of them is unlucky enough to move through its beam, but if a Flock player simply stands still for long enough, they're "petrified" and immune to the Artifact's deadly beam. The object is to stay alive as long as you can with the Artifact (which gives you points) and then have the most points at the end of the round. Objectives also net you a set amount of points.
The temple ruins
Now, all of this would be slightly more interesting to me if I didn't suck so hard at the game. I can kind of grasp the subtlety and complexities of the game, of course, and how the Wielder has to watch their back at all times, and all of that. But too often, I find myself getting burned up or ambushed by a corner I didn't check or some far part of the maze. But instead I die a lot. Die, respawn, rush around the map, die again, respawn. Not a lot of fun.
However, death in The Flock carries something of a boon with it. Each death lowers the population counter. Each time someone dies, the experience clicks that much closer towards being unique. When the counter hits zero, as previously said, that's it. The game has sold out. So if I keep dying, I keep upping the scarcity of the game. I can contribute to that. And that's cool for me. The more I lose, the more people wipe me out, the closer we get to zero. The closer I get to a unique thing.
So I'm playing The Flock to lose.
I will say that while the game requires a controller, the controls are exceptionally smooth. I loved leaping around and jumping from place to place. I also loved trying to plan the perfect spot to leap and scream at the Wielder. It's a lot of fun to play, and I haven't played many games where controls were so satisfying. I love the fluid movement I can use just before the cleansing light blows me away another time.
In the end, I'd say wait for a sale. If you've already bought it, though, I'd hope you'd play it the same way I do. It's a cool game, and even when you die, you're contributing to something cool in it.
3/5
Full Disclosure: The reviewer received a press copy of this game
Warhammer 40,000: Regicide Review
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.
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.
Queen takes Bishop. Check.
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 as the source material it takes from, but in its own weird, restrained way, it does manage to be a lot of fun.
Given the blitz of games in the Warhammer universe lately, I don't feel as much of a need to recap the plot, but I'll give a primer for those who are unfamiliar. In the year 40,000, humans have expanded all over the place due to the ability to travel through "the Warp," a terrifying dimensional layer filled with things that literally make people's heads explode just by looking at them. This has taken them all over space, and put them into contact with hyper-aggressive race after hyper-aggressive race, all of which they want to kill for various reasons, and who want to kill them in kind. That's all. That's the plot.
A Blood Angel captures an Orc
But chances are, if you've picked up this game, you haven't picked it up for the rich campaign, so allow me to get into the mechanics: This game is weird. It requires a few games to develop a good tactical strategy, as playing with traditional chess tactics and doing things like attempting to weaken the back rank and truck through the opponent's specialized pieces will end your strategy in a hail of bullets. The game's strategy requires more finesse, using good tactical moves and a variety of special abilities to brutally slaughter the enemy's pieces and win the day.
Every turn is divided into two phases. The first is the movement phase, which plays exactly like chess. You move one piece a turn, and are allowed to capture pieces if they can move on to an enemy space. But where it gets interesting is the Initiative phase. Every turn, you're given a certain number of action points to spend on things like defenses, grenades, and firing on the enemy. What could be a brilliant chess move suddenly turns into a rout when your piece is left within firing range of three or four enemies that then tear you apart. Similarly, I'm a terrible chess player, but with the added dimensions of being able to fling hand grenades at your opponent's well-developed center, I found myself winning a lot more often. (I may have also had the thing on novice difficulty...shhh...)
There's also an added level of complexity with abilities and orders that advance as you win more matches. Some of these can shield your units from damage, add movement, and restrict your opponent's movement around the field. A lot of these, at the beginning, minimize damage for the most part.
However, there are two issues I have with the game right now, possibly because it's just been released. First, the boards and backgrounds are kind of boring. As far as I've gotten (played a few games to get the mechanics down), I haven't unlocked many more, and wasn't too interested in getting heavy into online play (losing constantly isn't really something that excites me). Second, it can be a little difficult even with the tutorials to find a good balance on the game. This barrier of entry goes away after a few games, but it is there, and it can be difficult to get used to the strategies. More than once, I found myself winning by a hair after concentrating fire on the enemy King, my board devastated.
In the end, though, it's definitely worth it. It's an interesting take on a classic game, and it has just enough replayability to keep it interesting.
4/5
Full Disclosure: Reviewer received early-access version of this game
Victor Vran Review
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.
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 the developers did, 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.
The plot, such as it is: Victor Vran, a renowned monster hunter, comes to the walled city of Zagoravia looking for a fellow hunter. Instead, he finds the entire city overrun by monsters and under attack from some kind of demonic force. Using the palace of Queen Katarina as his home base, Vran sets out to liberate the town and destroy the monsters bit by bit.
All of this is kind of an excuse plot for a Diablo-like (or, since it's more Victorian gothic horror, a Van Helsing-like) where your demonically powered generic hunter, with the generic voice that sounds like he's been gargling two pounds of driveway gravel, battles his way through spiders, skeletons, and other baddies that one might find decorating a front door on Halloween. In addition to the usual isometric gameplay, Victor Vran adds another dimension to the mix: Height.
Yes, in Victor Vran, you can actually leap on to high obstacles, wall jump, and in one area solve a maze by jumping over its walls. You can use these abilities to maneuver around the battlefield, keep from being overrun, or even gain the high ground over your opposition. In theory, anyway. In fact, I'll go one better, that is exactly what it was like in the preview and what made me like it so much.
Unfortunately, the released version of Victor Vran is somewhat hampered. Many of the areas I could previously jump to are now railed-- you can jump over the hedges in the maze in the first part of the game, but can no longer run along them shotgunning enemies to your heart's content. The weapon ranges are also changed-- no more shooting across gaps or nice area control situations any more. In fact, much of what has been changed is meant to get you into combat more, something which rubs against my play style. I never liked the "hordes of enemies" approach, and Vran lured me in with the premise of something fresh, only to show it kept it as a pretense, not the reality.
What's left is kind of bland. The environments are colorful, to be sure, but the gameplay is kind of samey. While challenges help mitigate the blandness a little and add some dimensions of play, your achievements shouldn't be doing all the heavy lifting, and what else there is of the game feels unsatisfying. Instead of a skill tree, you gain equippable cards that take the place of such things. Each level you gain unlocks new things: levels, abilities, extra weapon slots, and extra item slots. Instead of an overworld you can travel and explore, you get a map with level select and a rating of stars and secrets in terms of completion.
I do like the streamlined level process out of all those things, but at times I wish it were more customizable. It's a game about hitting things, it makes that very obvious from the first step. It's not as interested in magic or area control or strategy, it's very much about combat. Head-to-head combat. It's also got a lot more rails than the pre-release version, forcing me to change my strategies but...not leaving me very much to change them to.
Enough about what this version subtracts. What it adds are some very nice visuals and pieces of art, and full (unneeded) voice overs. This is especially egregious as the ultimate evil has some kind of taunting voice in the protagonist's head, but the writing staff didn't bother to make him particularly funny. There's also more of a story than previously, but the story isn't really the point here.
So in the end, if you want a game that reaches for innovation with a ton of action, and some interesting choices in height, then this is definitely a game you should watch out for. But be warned, it doesn't really do anything out of the ordinary, and even the few charms it has aren't really worth the full price of admission. Wait for a sale.
2/5
Full Disclosure: Reviewer received a review copy of the game.
The Red Solstice Review
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.
I can see how this might be fun in multiplayer.
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. Hell, 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.
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.
The Red Solstice doesn't seem to have very much in the way of independence. The game takes place in dark, monster-filled corridors where you guide four soldiers through an overrun base on Mars. It's a real-time tactical game where you can pick various equipment, stats, and skills, but there isn't much more than that. You and your team wander through cramped corridors on a relatively linear path filled with monsters. Occasionally, you hold a position against an onslaught of creatures, with your marines holding off wave after wave until you can collapse the lair for good. Then you move on, towards the next objective and another hole.
And...that's all there is to it. While the game does have differentiation between classes as you go forward, the entire thing's kind of...samey. Hold position, move, hold position, move, mow down the STROL (their name for the insane mutants), move further, mow down more STROL, complete objectives. I don't feel like there's any real independence or method to stationing my bulky dudes at a choke point and then letting them fire until I need them to move to another choke point. That isn't a game to me. Or particularly fun.
The controls are kind of wonky, too. More than once, I moved my soldiers into position, only to have them then stay there when I needed to move again. The tutorial is incredibly noncommittal on the subject of what to do about things, instead choosing to tell you how to move, and then leaving the rest up to you. Worse still, the controls choose to work at times, and then choose not to work at other times. More than once, I was left in the lurch because the game just decided the explosives hotkeys were no longer necessary.
The game also conflates difficulty with "more monsters," throwing more and more enemies in your way. I'd have liked an enemy variety, and maybe that happens in the part of the game I didn't give up on, but the same two or three enemy types were boring. I'd also have liked different behaviors than "Run at the PCs from all directions."
In fact, most of the aesthetics were pretty boring. Your marines look like chiseled spam in helmets and I honestly wasn't able to tell the various types of enemies apart (nor did I care to), and the exteriors all blurred together. Not that there was much to see, given that it was all kind of "generic space" and the usual low horror lighting, but there was really no distinction.
In the end, I'm sure that, had I powered through the boring, repetitive, bland, passive gameplay, I would have found a game that might have been a rewarding experience. But when the part of the game I can play is supposed to be a backdrop to the part I can't, it isn't worth the price of admission.
Final score: 2/5
Full disclosure: The reviewer received a copy of the game to review.
Galactic Inheritors Review
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.
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.
Galactic Inheritors is more or less a standard low-budget empire builder with a space setting. You have a number of different races at your disposal, including Humans, cat people, frog people, and the like. You choose a race, galaxy size, distribution, and difficulty for your game, and then you're unleashed into the galaxy to conquer, plunder, and colonize to your heart's content. The game starts you off on a large galaxy map, and for the first few turns, the issues with the game are far from obvious.
For the most part, there are some interesting and innovative touches. You can't immediately start building warships, as you don't have the tech at the start of the game. Instead, you have to buy the warships from various corporations, and then pay a certain amount of upkeep each turn to keep them running. There's also an entire "media" feature to play around with, where you manage your image both internally and towards other empires. Skilfully manipulating your PR gives you bonuses with diplomacy, causes other empires to leave you alone out of fear, or grants other perks.
I also like the way the advantages and disadvantages are worked into the setting of the game. Each race has a several-paragraph write-up on the character selection screen, and the bonuses and penalties they have are worked into their setting information. Most 4X games I've seen tend to boil these down to the most basic of traits rather than give the complex history, and it's good to see the complex history get its place somewhere other than the flavor text.
But the game commits a rather large sin. It's boring. It doesn't feel like anything's moving at all. To compare, even in the slowest-paced 4X games, ending a turn feels like something is happening for you. Even if it's just research, even if it's waiting around for your ships, there's a sense of pacing. For all Galactic Inheritors does, you might as well be playing in a vacuum. This is immediately cut with sudden bursts of tension as the various other races in the galaxy make themselves known, usually by suddenly colonizing everywhere near you.
Despite this, the game slows down again moments after making contact. You just sit there, watching your opponents explore the universe and colonize stuff. There's nothing particularly satisfying, and eventually I got bored and turned it off. It felt like I was just waiting for things to happen, like I had absolutely no stake in the game. For a game to have no stakes is pretty much a death knell as far as I'm concerned.
I've spent hours building colonies on gigantic sentient planets in Alpha Centauri. I've spent days micromanaging a burgeoning empire in Civilization. Hell, I'm even a decent hand at Master of Orion, as far as that goes. But I guess I'll have to leave someone else to inherit this galaxy.
Final score: 2/5
Full disclosure: The reviewer received a copy of this game via Steam
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!
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
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.
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.
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.
Windward Review
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.
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.
Where Windward differs, is in that it's a procedurally-generated game, and unlike Pirates, you never leave the ship. You sail from port to port, taking missions and leveling up your ship and equipment as you go. Occasionally, you can also get hot tips about commodities from different ports and various other rumors.
The experience of Windward is actually very meditative in a lot of places. There are a lot of moments where you don't have to go anywhere, just spend your time swanning around the immense map to a soundtrack of soothing flutes and occasionally getting into pirate battles. It actually reminds me a little of what a single-player game of Merchants and Marauders would be like. Which brings me to the multiplayer.
The multiplayer in Windward seems to be what the single player bulks everyone up for. The general structure is the same (go around doing missions, getting in fights with other factions, etc) but the game opens up a lot more when you're pitted against human opponents. It also gets a lot more into the base building/base defense part of the game, where you can build guard towers along the edges of settlements to better protect them. And the decision to strike colors and go pirate.
Yes, in Windward, you can strike your colors and go rogue, hunting down your former faction mates and plundering towns to your heart's content. You have a time limit before you're able to, of course, but it creates interesting new political moves, as you can plunder opposing factions' settlements to destroy their influence and then raise colors and claim them for your own faction. There's an interesting bit of strategy to controlling the regions that I really appreciated for the most part, as it made a game about moving a ship from place to place a lot bigger and more interesting.
Granted, the multiplayer also includes the same jackasses in every multiplayer game, including those who spend their time posturing about how they can "change this whole region pirate", but it's a lot of fun to drift along for a while, constructing guard towers and occasionally butting heads with rival factions.
While it may not be the best game of its type, I fully recommend you give Windward a try. At the very least, it allows for a lot of very deep, but easy to learn, gameplay. At the most, you'll find yourself drawn in to a surprisingly relaxing game of pillaging. While it may not be as deep as others on the market (see also: Pirates), it's well worth looking at.
Final Score: 4/5
Full Disclosure: I received a Steam key to do this review.
Shadowrun Chronicles: Boston Lockdown Review
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.
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.
2077. Due to several unusual factors, a second age of magic has been ushered into the world, turning various people into elves, orcs, trolls, and dwarves among others. Dragons have taken their rightful place at the top of the food chain, ruling over some companies and even countries. Those not touched by magic have mostly decided to go the technological route with cybernetic enhancements and hacking. Corporations and privatized police now rule most of the world. And you have decided to take a career in shadowrunning, off-the-grid operations undertaken for a variety of contracts, usually dangerous.
Shadowrun Chronicles plays out as a tactical turn-based roleplaying game with a hub level in between where you can recruit people to your party, buy better equipment, and level up. There are a few early tutorial levels, and after that the game settles into a rhythm of "do missions, sell stuff at the hub, rinse, repeat."
However, this is where the issues begin to set in. The game doesn't truly open up until several missions after the tutorial, with a series of linked story missions that see you raiding Fenway Park after a dragon attack and attempting to escape with your lives. The linked Fenway missions are awesome, but until that point, the game feels kind of small and blocked-off. It gets slightly bigger after that, with a variety of side missions you can undertake for extra XP and cash, but I've also never really liked those "the game begins at (x)" chants that every MMO game seems to have by default.
I also wasn't really a fan of the voice acting. It seems "Boston" means everybody talks like they're spoofing The Departed, and some of the performances rang a little wooden. As this is really the only form of plot conveyance apart from what happens during the missions, it hits a little harder than perhaps it should. (Granted, I was doing a similarly bad Boston accent while I was playing it as well, but that's in the privacy of my weird little monk's cell/office, not out in public.)
Finally, the single-player options feel a little empty. I'm not a fan of games where you can't have an experience on your own as well as having the multiplayer experience, unless it's things like Team Fortress 2, where no matter what, you're shoved into a room with a whole bunch of other people to play with. You have to afford the players ways to play the game in the manner they want, and the game feels kind of sterile just playing botmatches, far more than it should be.
And all of this is a shame, because the game is actually pretty good. The turn-based sections allow for simultaneous turns between players, with barely any hiccups in play. I think the one issue I had was that I'd plan a specific move out, only to find that the other members of my team had cleared the area I was going to grenade, or already cleaned out the lockers I'd been moving towards. The setting's history works really well, with the eponymous "lockdown" shutting down different districts of the city and limiting who you can talk to. And the graphics, while a little simple in places, are beautiful with a clean interface and very little chance of making the wrong move.
It also gets the feel of Shadowrun down. The feeling of desperate firefights, jobs going wrong on a dime due to human error, and the way the world balances the grit of street-level ops with the sleek corporate towers all comes right off the tabletop game, only without a lot of the drawbacks of the RPG. It also does away with most of the gear optimization, which I'm sure would make most regular Shadowrun players throw up their arms in frustration. While there's still a little gear optimization, it's not nearly as prominent.
In the end, I think if you have a group of friends who regularly mount up and play games, then buy this. If you don't, you'll soon find yourself missing the interactions this game can provide. It's weird when solitary, and I'd imagine it loses interest significantly faster.
Final score: 3/5
Full Disclosure: I received a steam key for this review. Also, to midnight, Voidwalker, and Walter: Thanks for running with me.
0rbitalis Review
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.
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.
But what really makes the game shine is that there are no tutorials, no hand-holding, just you and the simplistic interface you have to manipulate. Everything is learned by intuition. The later levels require you to send your orbit through a geometric shape multiple times, but since it doesn't state that, then you can only figure it out through repeated trial and error. It lets you explore on your own, with just you, the dots, the planets, and the stars.
It's got an interesting sense of accomplishment to it, too. There's just something really satisfying about figuring out the correct arc for your projectile, then following through and watching it curve and loop around the screen. There's something equally relaxing about watching that small red dot arc around until finally it's orbit decays and it drops offscreen or crashes into something on the screen. It's even more satisfying when you cause the dot to loop around for what seems like forever, it's lazy orbit winding down into nothing as you wonder how much longer it can hold out.
A doomed orbit
And then there's the sound design. The sound is mostly ambient tracks, with the most dramatic sounds in the range being the "ignition" sound when you start the orbit (and I love the way the music grows in intensity as your little projectile orbits around) and the sound when you either crash or complete the level. It's especially satisfying when played through headphones, which only enhance the small sounds used in the piece. Also, the sound designer, Doseone, is actually a really good musical artist, so getting to listen to more of his work is awesome.
I think 0rbitalis is a rarity in the modern indie gaming scene-- a game that actually functions as art and an enjoyable game experience. It's interesting to look at, and even if you aren't particularly adept at the mechanics, you can get drawn into it. There's a lot to discover, and that to me is what makes art art. Not that it conveys a message or can be interpreted in some greater way, but that it evokes a personal experience. Everyone is going to come at 0rbitalis from a different angle, and all of them are going to find their own way through the game. Art connects with people on a personal level. It's what makes art what it is.
So give 0rbitalis a shot. It's simple, elegant, and surprisingly deep. And you may find something new and interesting in the world it presents.
Score: 5 out of 5
Thanks to the publisher for providing a code for review.
Sym Review
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.
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 the way to bring its concept to fruition is by forcing everything in it's 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.
Sym casts you as a teenager with social anxiety disorder. Not actually, since as someone with social anxiety disorder I can tell you that there is absolutely zero chance that you will be ripped apart by saws, eaten by carnivorous plants*, or any of the numerous other fatalities that the game will throw at you. Sym casts you as a kind of metaphorical representation, a long-armed, long-legged creature with the power to enter a "dark world." You must navigate through this hostile world, avoiding the numerous dangers and things that would like nothing more than to kill you, to the exit of the level, solving numerous puzzles along the way.
The scratchy black and white art gives it an eerie feeling, as if something's always slightly off or something is about to leap out from around the corners. Combined with the creepy ambient music, the atmosphere reminded me a little of Limbo (another black and white game filled with traps and things trying to kill you) which isn't bad company to have. Sym is, however, its own game.
For those familiar with puzzle-platformers, there isn't much new here. You run through the level flipping switches and pressing buttons and evading enemies to find the exit to the level and escape. The light world/dark world mechanic comes with different dangers: Plants won't eat you if you're in the Dark World, you can walk right over saws in the light world, and so on and so forth.
But what got to me as I was playing it was that this was more or less a metaphorical story. The main character (named in press materials as "Joshua" but nameless in the actual game itself) goes through his life trying to find a safe space, finds himself beset on all sides by things that want to kill him, gets treatment and is rehabilitated, and finally either decides he's better off alone or finds a way to rejoin the world. At this point, the level editor unlocks, leaving the game with the statement "Now you are free to create your own worlds". I wasn't directly dragged through the story by the nose a la Gone Home, nor was it dizzyingly abstract the same way, say, some Twine games are. It left me with just enough to figure out the plot.
I feel bad about dinging the game for being incredibly frustrating at points (especially the "compactor" level in the "Rehabilitation" section and the entire ending sequence, which involves man-shaped figures running to and fro and who kill on contact regardless of dark or light world), but there were definitely points when I felt the game was a little too unforgiving for its own good, and thought about putting it down. However, this appears to be part of the point, more or less. I mean, it's portraying an unforgiving world, so maybe the sheer difficulty spikes in the middle of the levels are actually part of that? But a game should never be so frustrating that the player actually stops playing it. That is not, and should not be, a thing that happens. If a player stops playing, then the message gets lost. People don't usually come back, and you've failed at conveying whatever point or story you're trying to get across.
But in the end, I fully recommend Sym. It's an interesting game with some very deep levels, and well worth the challenge. I especially enjoyed the exploration aspect to the level-select menu and the bizarre twists of the "Rehabilitation" section. I suggest you give it a try.
Score: 4 out of 5
Full Disclosure: The reviewer received a copy of Sym for this review
*I'm still afraid of this, though.
The Weaponographist Review
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.
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.
But if it wasn't clear from the paragraphs above, I'd give The Weaponographist a wide berth. Despite the occasional good joke, there's really nothing to recommend the game when there is a glut of roguelikes that do it better and with more style than this one.
The game at its most distinctive
The Weaponographist stars Doug, a jerk of an adventurer who refuses to help the town of Hellside, and so is cursed to have all his weapons and gear disintegrate after repeated use. To save the town and weaken the curse, he must journey repeatedly into a dungeon full of strange monsters, clearing out each level with a variety of weapons he finds on the bodies of his foes, and the occasional chests that gallop across the screen. While death sends him back to the town above, Doug can weaken the curse and strengthen his abilities by giving the various denizens of the town "demon goo" in exchange for upgraded weapons, abilities, and chests.
The game is a top-down arena shooter with elements of a roguelike. You charge into the dungeon, lay waste to as many monsters as you can with the weapons you can pick up, die, and then are resurrected in town to spend goop on upgrades and do it all over again. At the end of each "depth" of the dungeon, there's a big boss fight against a large enemy and a bunch of smaller ones, and then it's on to the next one. Lather, rinse, repeat. It's a formula many games use, and when you play a roguelike, it's half luck and half learning the systems through trial and error, then applying what you know to future delves into the dungeon.
But the game doesn't seem to be able to make up its mind. It gives you procedurally generated rooms, but limits them to the same three basic types per area, with little variation. It fills the dungeon up with monsters, but the enemy designs are kind of plain and have no real ties to any overall theme. The weapon degradation mechanic is interesting, but since not all enemies drop weapons, it's possible to face down an entire room of people armed only with the fists that serve as an ineffective default weapon. It feels like a lot of thought went into the idea of these systems, but not very much into the implementation of them.
Get used to this screen. You'll see a lot of it.
This is a problem that extends to the art, too. While the drawn art is well done with distinctive styles and ideas, from a top-down perspective, it looks like you're fighting clipart. Between the generic dungeon design and the painfully generic designs of ninjas and tommy gun-toting mobsters, The Weaponographist's visual style is best described as "boring cartoon fantasy". In fact...actually, I have the perfect way to describe this.
One of the better rooms, but still not great.
It looks like a lazy online game. It plays like a lazy online game. In fact, if this had shown up in some form or another on Kongregate or Newgrounds, I would have killed an hour or so playing it, then promptly forgotten about it entirely. It's not a particularly good arena shooter, as waves of the same four or five enemies careen around an empty room until you kill them all and a door opens to do it all over again and hope you're closer to the boss. It's not a particularly good roguelike, in that there's no strategy or skill or discovery. There's just persistent wave after wave of shooting. It gets frustrating after a while, because no matter how long you play, there's no appreciable difference in the gameplay.
In case you're wondering, this is from Depth 2. Look how similar it is to Depth 1
To compare and contrast, I loaded up The Binding of Isaac recently. Isaac, a shooter/roguelike hybrid released in 2011, plays in some respects similar to Weaponographist: It's a dual-stick shooter with RPG elements where you go from dungeon to dungeon fighting monsters and bosses with a variety of weapons. But the difference is that Isaac is actually a lot of fun to play, combining a bizarre atmosphere with a vast weapon variety, distinct artwork, some interesting strategic quirks in gameplay, and haunting, discomforting music. Isaac feels like you're going somewhere even when you lose. The Weaponographist feels like you're going nowhere, and then slightly further into nowhere when you win.
In the end, I'd say I don't recommend The Weaponographist very much. The Binding of Isaac is currently on Steam for a little cheaper. If you want a better roguelike or a better arena shooter, both are in ample supply. I suggest playing any of those, and leaving this one alone.
Score: 1 out of 5
Full Disclosure: The reviewer received a review copy of this game
Crypt of the NecroDancer Review
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.
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.
The story isn't anything much to go by. It begins with a young woman named Cadence following her missing father's notes, where she unearths the crypt of a malevolent lich known as the Necro-dancer. Cadence must journey through the crypt, collecting an arsenal of weapons, armor, and items as she delves into level after level in search of the secrets the crypt holds. It lays out the path for a standard dungeon crawler, but there's a little extra wrinkle that builds in nicely.
When Cadence first encounters the Necro-dancer in the game's opening animation, he pulls her heart from her body and infuses it with magic, forcing her to follow a specific beat. As Cadence journeys, all of her movements and actions must be on an exact beat as well, otherwise she simply won't move.
And that's the premise. A dungeon crawler where absolutely everything has to move to a specific beat. Everything syncs up with this premise. The enemies and even the people in the upgrades screen move to a specific beat. When you find a shop in the dungeons, the shopkeeper actually sings along with the background music. Do well enough, and the ground beneath your character lights up like a disco floor and strobes to the beat. The background music isn't just another part of the ambiance, it's integral to the game. I once made the mistake of loading the game up while listening to music in the background, and I failed utterly, because you need to be listening to the cues. It's not all periodic button presses.
Another wonderful feature of NecroDancer is that, unlike most roguelikes and dungeon crawlers, it doesn't just pit you against increasingly stronger enemies by butting your head against them over and over again. Each zone has a unique set of enemies (hey Weaponographist, you taking notes?) that move in specific ways. While it takes some getting used to, with a bit of planning and some pattern recognition, it's possible (and this is rare outside maybe Binding of Isaac and a few others) for someone to get through the entire dungeon without getting hit once. Incredibly difficult, and takes more luck than skill, but it's possible.
That's something I enjoy that I've been seeing more of in Rogue-likes these days: strategy. There's actually a lot of this in Crypt of the NecroDancer, because the range of movement given allows for a larger playing field. For instance, instead of travelling down a hallway normally and having to take damage from enemies, why not let them get a little closer to you by digging into the side of the hallway, then surprising them? Or, if you know a boss is going to chew you up up close, set a bomb and dance away from them, allowing the bomb to go off in a specific area. Combined with destructible terrain, this causes bosses to sometimes bust through the walls of the dungeon to attack, turning the stage into a desperate race for resources, all to a pounding techno beat.
Additional characters such as Bard (doesn't have to move to the beat, making the game move at ludicrous speed) and Eli (no weapon, upgraded shovel, and infinite bombs) significantly change the game's topography, causing players to find new solutions and tailor things towards their play style. The game can further be changed by trading rare items for unlocks in the dungeons, unlocking upgrades.
Normally, this would be where I put some of the things they didn't like. While I did have issues with the way the dragon bosses moved and attacked, making them incredibly difficult with anything but the small supply of ranged weapons, I can't really think of much I'd change in the game or improve. It's a classic all on its own.
Play this game. It's a game that deserves to stand the test of time. If nothing else because it's executed so flawlessly.
Score: 5/5
Full Disclosure: The reviewer received a steam code to review the game
A Review of The Charnel House Trilogy
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.
Well, whatever you do, don't play The Charnel House Trilogy. You don't need more incoherent weirdness in your life.
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.
The Charnel House Trilogy is three linked adventure games in one: "Inhale", the first chapter, introduces the character of Alex, a young woman living in New York City who is about to take a train voyage to a place known as Augur Peak. Before her big trip, a series of mysterious events occurs in her apartment, including a blackout, a strange apparition, and sudden panic attacks.
"Sepulchre", which can be downloaded for free from Owl Cave's website, picks up sort of where the first game left off, with Professor Harold Lang, Alex's fellow passenger on the late train to Augur Peak, as he wakes up after a nap to find the train completely empty save two members of the staff. From there, he is drawn into a surreal investigation that hinges on his past, and the massive black bags present on every room of the train but his.
And "Exhale" concludes both the story of the train and Alex's story, revealing some (but not all) of the truth of what is actually going on. In this segment, Alex awakes on the train to discover that while it isn't deserted, there is something strangely familiar about all the denizens of the train and its compartments...
So first, this is a game that gets what a lot more horror games should get about horror: Horror trades on atmosphere. Entirely on atmosphere. Horror is the hardest-working genre out there because it has to unsettle you from the norm. It has to get into your head. It has to disturb you. And The Charnel House Trilogy gets that. The game starts out with an oddly subdued feeling that everything is slightly off. The feeling only grows as the story progresses, beginning with a few gently surreal quirks and then building to full-on disturbance by the final scenes. In terms of mood and setting, the story is fantastic.
The setting is great, too. The three chapters take place in very confined spaces-- the first in Alex's apartment, and the second two on the train. Because there isn't a huge diversity of setting, the places in the game begin to feel familiar. Like you've been there for a while. When the plot really kicks into high gear, it affected me because these were places and people I remembered. It also made backtracking a little easier. But even with a lack of people, the train had a great sense of place.
But there are some serious issues that have to be addressed.
The least of this game's worries is Alex's out-of-nowhere poetry about New York City
First, I strongly suggest that you go into the advanced settings menu for the game and disable the voice pack. I wouldn't disable the music, because in spite of the annoying radio (and the even more annoying DJ) during "Inhale", the music is actually pretty good. But the voice acting ranges from "Pretty decent for an indie game" to "a script read for the first time in the recording booth at knifepoint", with all but maybe three roles congregating near the bottom end of the spectrum. And the few roles where they got someone who did sound good aren't worth the ones where they didn't. It got so bad that the voice acting actually started to pull me from the narrative, rather than draw me in, and I made a neat metagame of guessing whether the characters weren't supposed to be reacting to the things going on around them, or whether the actors were just doing a bad job of conveying emotion.
Second, speaking of things that break immersion, there were a a few in-jokes that, even knowing what they were talking about, felt forced and took me out of the experience. The big one is a scene near the beginning that talks about drama involving a game reviewer giving a game a low score. I'd be fine with this if it were something optional, something you could click through, something you could find as you go through the game.
GET IT? GET IT? IT'S TOPICAL! Now only if it had, um, ANY BEARING ON THE GAME
But making it something you have to see to progress through the game, forcing me to read your comment on modern game criticism and drama, isn't going to start me out on your side. I also thought the Phantasmagoria references in the later segments were a little forced.
Finally, while repeated play-throughs did clear up some of the less coherent story elements, the plot winds up going...nowhere. The story picks up speed as it goes along, and there's no way I'd want everything tied up in a nice neat little bow, but the pacing is way off. Most of Alex's character arc is resolved by a single villain's monologue, a lot of the story threads are left dangling, and then the story ends on a cliffhanger that sets up the sequel...a year from now. I'd like to stress, I'm fine with the central mysteries being somewhat open to speculation or unsolved. But even the most feverish droppings from Suda51's brain-anus are going somewhere. They're saying something.
Hope you like a lot of rants and monologues basically saying this.
They're doing something other than shrugging. There's obscuring, and there's having to play a game multiple times to figure out something where the plot points tend to obfuscate for no reason, come out of nowhere at times, and wind up ending on a big question mark and the words "to be continued". The second one shouldn't be done.
Another issue with this is that "Sepulchre", arguably the strongest chapter of the three by virtue of its self-containment, is kind of orphaned amidst Alex's story. It feels like a side-plot while "Inhale" and "Exhale" are going on, something that reveals more of the train's nature, but ultimately doesn't matter when taking the story holistically. Doctor Lang is barely introduced as a side-character to Alex's plot in "Inhale", and is only seen sleeping at the end of "Exhale", while "Sepulchre" focuses on him. I'd have liked to see him interact more in the plot during the "Exhale" chapter, which, while it might have diminished Alex's story a little, would have made the connections between the two characters seem a little stronger.
In the end, it's a good game weighted down by its own self-indulgence, and I can't in good conscience give it a positive review when that's the case. But, since it's not entirely a bad game, I have a solution. If you really feel like playing this, either download Sepulchre from the link above, or simply play the "Sepulchre" and "Exhale" chapters with the voices turned off. You miss nothing by skipping "Inhale", there's a chapter-select screen on the main menu, so there are ways to make it work.
But as a whole package, this is one train I'm glad left me at the station.
Score: 3 out of 5
Full Disclosure: The writer of this review received a review copy of this game.
Victor Vran Preview
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.
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.
What sets Victor Vran apart from the other games mentioned above is the ability to jump over walls, wall-bounce to hard-to-reach points, and otherwise navigate the battlefield in a wholly different way. It adds an element of platforming to the game, as well as a level of tactical control-- Why get swarmed by a horde of spiders when you can get to higher ground above them, or stand on a nearby hedge to avoid their attacks? Why not leap over your enemies and get the drop on them from another angle?
Victor faces down a horde of the undead.
While the game is still in early access and so there's placeholder art and enemy variety is a little low, the game's combat system is completely functional at this point, and many of the levels are finished, so you can go tearing through castle gardens, crypts, and caves with a variety of swords, scythes, hammers, guns, and demonic powers. Adding some variety to things, there are a series of challenges for each mission, urging players to consider exploring all of an area to hunt down secrets, chests, and bonus bosses to defeat.
Two area of effect attacks clash
I'm excited to see how Victor Vran develops into a full-fledged game, and while I know there's definitely some missing pieces right now, what they have already is reason enough to keep watching this.