First Impression: We Who Are About To Die (PC – Steam) ~ It’s But A Flesh Wound.

Steam store pageOfficial website

Usually, I try to avoid writing about early access games. Especially when they are still in development. Because, you never know if my article and review is still going to be relevant down the line. But, this time I’m making an exception. A while ago, I got a press key for ‘We who are about to die’ from the solo developer of this game. The solo developer is actually a fellow Belgian and created this project out of passion. So, as a Belgian hobbyist blogger I feel I have to write an article about his game. Although, I got a press key to review this game you don’t have to worry. When I go into the arena to battle this game, you as the crowd will get my 100% honest opinion on this game. Now that the countdown is starting, and I’m readying myself to enter the arena… I hope you as the audience for this article tell your opinion/thoughts on this game and/or the content of this article in the comment section down below. So, let’s go and start the match!

Editorial note: the review version of this game is the first publically released version after the beta versions of this game. (Early Access v0.1)

A story discussion

In this game you play as a starting Roman gladiator who is trying to raise through the ranks. In general, there isn’t really a story in this game. This game more focuses on the gameplay and it’s mechanics. Depending on what you enjoy in games, this can be a positive or a negative. Personally, I’d have like a bit more world building with a small intro or something. There are several mechanics like the four hosts who remain a bit “faceless” because they don’t have a backstory at all in the game. Now, the backstory of your own fighter is created on your battles. That works a bit like Rogue Legacy, where you can create bonus traits on your previous runs.

At the other hand, I can understand that there is no real story in this game since now the game is more open and anything can happen. We can create the story and lore ourselves, which gives the game a more sandbox-y feel. This can help with immersion into the game. Now, because certain mechanics in this game… I think it would be hard to create a story of any kind for this game and the characters.

Maybe the only thing that I’d love to see in the future in the game is a bit more historical backstory in the game. What I mean by that is that, this game uses the terms like Aspirant. But, what is an aspirant? Some history lessons would be a nice touch to this game.

So, what do you actually do in this game? The idea of this game is that you play through various battles to build up your fame and budget. With the fame and budget you can acquire various things like new gear or bonus buffs. But, a stronger character doesn’t mean a guaranteed victory. In one of my runs, I did a 5 vs 1 match and my team of 5 was beaten by that one dude since he used a strong morning star that was tricky to block.

This game is somewhat unpredictable, because there is a lot of randomness involved, you have to decide if using your hard-earned cash and fame is worth it to heal or get better gear or better save it for another roll. But do you risk waiting? Since, you might not survive the next battle and the money passed on to your next character is only a fraction of it.

Let’s please the crowd

Trying to describe the genre of this game is one of the harder things to do. Part of the core gameplay is a fighting game. In the arena, you have to fight and win the battle. Depending on your performance, you may have multipliers for your gold and fame. But, if you please the crowd by making nice hits and not hitting your teammates, the crowd throws additional weapons and gear that might win you the match. I’ll talk more about the fighting mechanics later in the article.

This game is also a strategy RPG. Since, you have to strategically uses your resources to improve the gear and stats of your character. Also, the more you use a certain weapon, the more damage you do with it. So, you have to take that into account since you won’t be using the same weapon and gear throughout your run. Using your gear efficiently is key to survival in this game. I lost one run because I forgot to repair my shield and I got cornered with my enemies, and I was unable to get a shield that the crowd threw onto the battlefield.

Earlier in this article, I already talked about the randomness in this game. So, this game is also part roguelike. Due to the rougelike elements in this game… the game becomes a huge balancing act. This game isn’t the easiest out there, but it’s forgiving in a way. It’s easy to get back into the action with a new character and to build him up. But, since the new character has different stats and perks, the gameplay is new and fresh.

If I had to place this game in a certain genre, I’d say that it’s a sort of action simulation game about gladiatorial combat. Since trying to put it in a better category would be a nightmare.

Now, let’s circle back to the combat system. This combat system isn’t your typical combat system. The best way to explain part of the combat system is the following: image that the main controls of the fighting system is the Wii remote. This game doesn’t have mention controls but the idea behind it isn’t too far off. To swing your weapon, you have to left-click and swipe your mouse into the direction you want to hit. The strength of your swipe also influences the strength of the attack. Also, when you right-click to defend, the location of your shield or weapon depends on how you swing your mouse.

There are a lot of different layers to the movement and combat that make the combat feel janky and unpolished, but it’s the entire idea behind this game. Since, you can interrupt and attack and decide to throw your weapon or shield to the enemy instead. The combat system might need some more iterations for it to feel perfect, but it’s a unique system. It may put some people off playing this game, but I find that it adds to the charm of this game. Since now the game is a bit more newcomer friendly towards people who don’t play a lot of fighting games. You don’t have to remember a lot of combos for strong attacks, you need to learn how these directional attacks work and how to use them in your favor.

This brings me onto the point of the controls of this game. The starting tutorial explains the mechanics you can use in this game quite well. The only tutorial that can use some better wording is the tutorial on how throwing weapons work. It took me a while before I was able to get throwing weapons to work consistently. Now, it’s a bit funny how the wording in the Aspirant Trainer is better than the actual tutorial. This Aspirant Trainer is a great way to quickly check your abilities in the pause menu, when you are unsure how a certain mechanic works. A very minor UI complaint is that when you click the “?” mark outside of battle, is that clicking on it again doesn’t close the explainations. You have to “approve” it on an empty part of the screen.

A great piece of advice, stay in the tutorial area as long as you need to. Get used to all the mechanics and little quirks of this game, since unless you reset your whole character and everything, you are unable to return there. And trying to learn the mechanics on the battlefield is anything but a good idea.

The current gameplay loop is as follows. You start first on the battle preparation screen where you can decide to heal, get new armor, bribe enemies… Here you make the most difficult choices since a few bad mistakes might cost you your character. When you are finished preparing your character, you choose a battle to praticipate in and fight. This can be a 1vs1, 1 vs many and many vs many.

Overall, fights are short. Most fights are done in 5 to 7 minutes. Currently, there are only 12 out of the 14 planned arena’s in the game but every arena feels unique and has it’s own additional challenges and quirks. Like one has wooden panels you can hide behind and another has a central elevated stage. Depending on your preformance in that battle, you get fame and coins for winning the battle. Loosing the battle, will mean you have to start over with a new character but you can pass a few things on, especially money.

Your goal is to buy your freedom from being an aspirant. Basically, an aspirant is a prisonner in acient Rome that’s fighting for his freedom. These goals is extremely steep and aren’t easy to achieve. Don’t expect to get it with the first few characters unless you are very good in these type of games. The difficulty in this game is a bit unforgiving. But, it has that “just one more run” mentality written over it. That “I’m going to get it this time” phrase is one I said often. And then, I’m out of glory to re-roll the fights I can enter and I get fights I know I can’t win… And then I win one by the skin of my teeth.

I’m quite curious what the other gameplay types and modes are going to be. Those who you can see on the roadmap of this game.

This game is the excellent game for one or two quick rounds and can is even fun for longer play sessions. The balance of between being not repetitive and repetitive is small but currently the game is balacing on it just fine. Especially, since you have to fight with different weapons and a unique battle system that is so much fun once it clicks.

For seven years?!

This game has been under development for seven years. Most of it is done by Jordy Lakiere, and it’s really impressive. For example, the amount of detail in the visuals is mind-blowing. The game looks wonderful and runs extremely well. In the options’ menu, you can set your max frame rate to 60FPS or 120FPS, and let me tell you that this game runs extremely smooth. My gaming desktop is getting rather old, but I didn’t have any big frame drops or lag in this game.

The effects and animations used in this game are also superb. There are a lot of weapons & shield combinations, and they all have unique animations. Something I really like is how the game slows down when you are going to make a strong hit or about to kill an enemy. Sometimes the blood animations might be a bit overboard, but then again… It feels quite rewarding when you kill that one annoying enemy with that big shield that’s blocking all your attacks since the start of the match.

The only minor complaint I have about the visual presentation is that in team battles, it’s a bit unclear sometimes who is on your team and who isn’t. This issue is mostly present in nighttime arenas where visibility is lower or when the other fighters aren’t wearing a lot of armor. Due to your teammates following you, I sometimes mistook my allies for enemies. And that negatively impacts your rewards. But on the other hand, it can be a balancing thing.

In terms of audiovisual presentation, the game is also pretty good. The music is a joy to listen too but the sound effects and sound design really adds to the atmosphere. There are a few things I’d improve on. First, I’d change the sound effect when you don’t have enough gold to purchase an item to a more “error-y” sound effect. It’s a bit “basic” and didn’t communicate the message always. Maybe add a little visual animation as well instead of only a message in the left corner.

Secondly, I think the sound effects of the weapons breaking and/or throwing should be polished up. Quite often when I was playing a character with a spear, I didn’t realize I have thrown my weapon. I feel that those sound effects get a bit too lost into the gameplay and doesn’t communicate with the player enough when you are unarmed.

And finally, I feel like the pause menu should have music as well. Since, it’s quiet, and I find that a bit boring. It could also be a great sound test when you are in the options’ menu.

Something I really like is how this game has an in-game menu to report bugs. It’s easy to use and helps the developer to quickly gather bug reports and things that the players don’t like.

Speaking of which, here are a few things I’d change and/or improve:

  • You can only see the week you are on, on the battle select screen. Why not show it over the whole screen?
  • The music doesn’t “follow up” with each other. Sometimes there is a silence gap when one track fades out and another one fades in.
  • What is “mouse X” and “mouse Y” in the keybind menu? Is that moving up and down / moving left & right? And how would you rebind that?
  • Make it easier to compare stats of armor. Since, sometimes I had to write things down or take a quick screenshot.
  • Buying an item is only possibly when you click on the icon. It also only shows the stats when you hover over it. Why not the whole box?
  • Why not have items of different status like Legendary have a special color around the icon box? It’d be easy to swap things around from your storage to your character.
  • During the game, I’d change the option in the pause menu of “Save & Quit” to “Save & Quit to main menu”. Since, that’s what happens. You don’t quit the game.

Most of those are polishing suggestions. Now, the roadmap promises more gamemodes and more things that can happen… which is all fine and amazing to look forward too. But I hope to developer doesn’t forget that sometimes it’s not about the amount of content but about the quality of the content. That’s what I sometimes forget when writing as well. I sometimes forget to make sure I still enjoy writing and write good and informative articles instead of trying to push out one a week to have more articles.

Overall, I really enjoyed my time while playing this game. I took me a battle or two to “get used” to the game but then the game hooked me. If you enjoy action simulation games or just want to try something different… This game is excellent. The game is also still in development, so more content is going to come in the future. The game is also fairly priced at 22€ here in Belgium and with the amount of polish and content there is already here, it’s a steal. The developer is also very open in his communication. I mean, look at this massive thread about the received feedback and what he is going to do with it moving forward. So, the fact he is talking about addressing a lot of the current feedback in the first patch(es), is amazing.

I think I may revisit this game on my blog after a while, when there are more patches out to see how the game evolved. Since, this is a game to keep your eye on. I’m so glad that Jordy reached out to me to try his game since it’s a real indie gem and I can’t wait to see what he is going to do next with it.

And with that said, I have said everything I wanted to say about this game for now. This amazing gem of a passion project game that’s worth your time if you enjoy action fighting games with unique mechanics. I hope you enjoyed reading this article as much as I enjoyed writing it. I hope to be able to welcome you in another article, but until then, have a great rest of your day and take care.

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Review: DooM (PC – Steam) ~ Let’s Give Hell, Hell!

doom-2016Steam Store pageWikipedia EntryOfficial website

Since I upgraded my graphics card late last year, I wanted to play a game I wasn’t able to play before. I had a GTX 660 in my machine which was just not strong enough to play DooM 2016 at a decent framerate. So, when I installed my NVIDIA GTX 1050Ti, I bought myself a copy of DooM 2016 and started playing it. Ever since DooM came out, I wanted to play it. But yeah, 2016 was jam packed with other amazing titles I wanted to play. Rise of The Tomb Raider, Rayman Legends, Stella Glow, Zero Time Dilemma and Bioshock Infinite to name just a few. So yeah, I’m sorry that I haven’t played DooM when it came out but let me make that up by reviewing the game right now. And as usual, feel free to leave a comment with your opinion on the game and/or the content of this article in the comment section down below. But now, let’s give Hell… Hell.

Those pesky demons.

379720_screenshots_20160513232709_1So, in this shooter, you play as the slayer. The Doom guy that took down all of those demons all those years ago. Like the original two Doom games, you are a silent protagonist. The story itself takes a back seat for the gameplay. Most of the story and exposition is told through runes and the environment. This made me few scripted cutscenes tipping on the edge of immersion breaking for me. 

The voice acting in this game is pretty well done. But, that didn’t save the story of being predictable. I was able to predict the ending from a mile away. Around the mid-point of the game, I was able to call out the ending. I wouldn’t consider this a negative if the game didn’t take it’s lore so seriously. So yeah, the story didn’t click with me at all. 

Yet, the voice acting in this game is just amazing. First of all, there are just a few voice actors for this game but they did their job almost perfectly. While hearing the same voice line from the intercom for the 20th time was a tad bit annoying, it didn’t make the line have any less impact. It started to feel a bit calming to hear the ending when all the demons where dead. Couple that with amazing grunts of the demons and the voice acting is something that actually kept me interested in the story believe it or not. 

Before I continue this review, I do have to mention that I haven’t spend any time with the multiplayer. That’s because I’m not that fond of playing multiplayer games in general. So, I’m sorry but if you want a review of the multiplayer component, you will have to look elsewhere. 

Fun in repetition

DOOM-1If you want to know how this game plays, well, then just think of the original Doom games but now you are able to jump, double jump and preform way more brutal kills. This might sound harsh but the core gameplay of this game is basically just that. 

You go from monster room to monster room, where you have to defeat all demons before you can move on. Of course, the difficulty ramps up with every monster room you encounter, but I have to be honest… I was so glad that there were moments of platforming and exploration to give some diversity in between the shooting or I would have called the game too repetitive. 

This game divided into several levels, called missions in this game. You can always go back and replay those missions to try and find the collectibles you have missed. There are also hidden classic Doom maps that just pull on my nostalgic strings even more than the nostalgic gameplay. I do have an issue with the collectibles though. You can find these vinyl figurines of the Doom guy scattered everywhere. Most of these give you access to models of the demons. That reward would be worth it if only I would have been able to see them. For some reason, they are completely transparent in my game. 

Anyways, I might be riffing a bit on the gameplay here. But please don’t get me wrong. While the core gameplay loop is quite basic and repetitive, I don’t mean that it isn’t fun to play. The game is an enjoyable ride from start to finish. The shooting feels just right with the various amount of weapons and abilities you have and the amount of various demons you have to fight. Also, in this game, there is a lot of variety in the ways that demons act. 

Some demons charge at you and stun you, others climb up walls to try and get an advantage. You have to keep moving and be aware of your surroundings in order for you to survive. Also, people who play a lot of modern shooters will have to get used to the fact that you don’t regenerate health automatically. 

There are two ways to get your health back up. You either find a medkit or you preform a glory kill on a demon. Now, glory killing a demon doesn’t 100% guarantee you health drops, but the chance is quite high. Now, what is glory killing? Well, that means you have wounded the demon enough to put it in a stun. At that moment it starts flashing blue for a while. When it starts to flash orange, your time to get a glory kill is almost up. 

So, when you press the button when you are close to an enemy that’s flashing, you finish said enemy with a rather nice animation. The first few times, seeing this animation is pretty satisfying. But, I felt that it got old nearing the end of the playthrough. Since there are just a few animations that it could be, so after seeing it 50 times, I just wanted an option to be able to skip it. 

Now, speaking of options, I want to take this chance to talk about some strange design decisions that were taken for this game when it comes to the menu design. First of all, you are only able to access the options menu when you have loaded a save file. The reason why this is an issue is that I recently got a new monitor that can handle a resolution that my GPU and CPU can’t handle to output this kind of game on the higher graphic settings. The lag was just extremely annoying and took a lot of time to change. 

Secondly, why is there no apply button in the settings menu? I get the impression it’s there somewhere since when I change a setting the game asks me that if I’m sure about my new settings since I didn’t save nor applied them. 

And finally, and this is something that isn’t 100% UI related but… There are these rune missions that you can do to get new abilities. When I have finished a mission and I find a new rune challenge, I get kicked out of the mission. Why does this happen? Since that doesn’t happen during the first time I was playing the mission. 

And before I talk about the abilities, can I mention how annoying I think that autosaves can be? Image this, you want to stop playing after you finally defeated a challenging room. So, you quit the game, saying “Unsaved progress will be lost.”… That’s fine, but when was the last autosave again? Oh, and you can’t manually save. Oh, fun for the whole family! With that rant over, let’s talk about abilities. 

Too much red and brown.

1

So, you do have different abilities. These can range from weapon abilities to abilities of the Doom guy itself. Now, I’m not going to spoil them but they are quite worth looking for the ways to upgrade them. Since they will help you during your quest to slay the demons. 

I especially loved the weapon challenges. The pistol one was a fun one to do, since I only found out of this mechanic near the ending of the game. And that’s killing demons with a charged headshot and take a wild guess how few weak enemies there were in the later levels. Yup, close to zero. 

Most of this game is quite linear. You go from room to room with platforming sections in between. You do have the radar at the top of the screen to guide you in the right direction when you don’t know where to go next. But, the map in the tab screen can be a great help as well, especially when you are looking for those missed secrets. 

Now, I do have to mention one thing. If you want some challenge and you have played games like Tomb Raider or any other shooter in the past, do yourself a favor and don’t play on the easiest difficulty setting. When you are fully powered up near the end, the game just becomes a cake walk then. Most of my playthrough was on normal and I didn’t had a lot of trouble with it, so I don’t dare to think how easy it will be on the lower difficulty settings. 

So, I do want to talk about the audiovisual design that is presented to you in this 10 to 12 hour adventure through hell and back and on Mars. There is too much brown and dark early evening colors used. But, that isn’t such a big deal in my opinion. You can paint it red with the blood of your enemy demons… 😛 Anyways, visually the game looks amazing. One minor detail is that I often had moments where I had a ton of loading issues. Not that the game loaded slow or weird, but that the details loaded in way slower then models. I think that the technical term for that is calling issues, but I’m not too sure. But that might be an issue of my slightly older hardware I used to play this game, so when you are running a more modern computer, you might not run into this issue. If you are wondering, I’m using an i7-4820K, 16GB of 666MHz DDR3 RAM and a GTX 1050Ti, so it ain’t that bad of a machine. It’s a shame though, since the visual design of this game is really well done and detailed. 

Anyways, I loved the visual design of Hell the most. I can’t explain why but I really enjoyed the design of the scenery. Maybe I’m a bit burned out on seeing abandoned factories or ships with broken walls and wires hanging everywhere and then the overload of blood on walls, I think it was the breath of fresh air I needed. 

On top of that, you have the amazing visual design of the demons you can fight together with their amazing animation. In some battles, I really felt the adrenaline pumping through my veins. The game can get that intense. Especially during the boss fights, those were great. And those were puzzles in itself and as soon you had solved them and found the weakspot of the boss, it felt so amazing to finally kill them with an amazingly animated glory kill.

That brings me to the music and audio design. Let’s talk about the music first. The music is a mix between electronic and metal music. The main focus is on the metal in the soundtrack. While I prefer electronic music over metal music, I do have to say that I enjoyed this soundtrack quite a lot and I’m quite happy that I was able to get the soundtrack on Steam as well. I have already added it to my music library and my writing playlists. 

The audio design is equally as great. The monster grunts, the sounds that you make while jumping or shooting… Man, it’s gratifying. The sound effects are the perfect tool to aid you to do the right thing admits the chaos of fighting hoards of demons. The only weird thing I want to mention is that, when I got out of range to hear what a rune was saying and I came back, the rune just stopped playing it’s voice clip. Even when it wasn’t fully finished. 

Anyways, I have talked about almost everything I wanted to say about this game. If I would continue further, I would either start rambling or start nitpicking and I think it would be a better idea then to go on to the conclusion of this article. 

Conclusion

The bad:

-The story is a bit meh while the lore that’s there could have made it so much better.

-The gameplay is a tad bit repetitive sometimes. 

-Some strange UI/menu decisions. 

-Some calling issues that quickly fix themselves. 

-The easier difficulty is a tad bit too easy.

The good:

+ Even when the gameplay is repetitive, it’s still a rush to play. 

+ Amazing locations to shoot through.

+ A ton of nostalgic throwbacks. 

+ An amazing health system that rewards players to get close to dangerous enemies. 

+ …

Final thoughts:

Was Doom 4 worth the 4 year wait I had to do to play it. Let me put it this way, I’m glad I play it but it isn’t the best game I have played in recent years. Most of it has to do with the sometimes repetitive gameplay. For some reason, I want to compare it to the Tomb Raider games. While those games are completely different, I still felt that they are somewhat similar in structure. With the ability to explore around, fight enemies in closed spaces and find secrets to upgrade your gear or find additional lore. And once that comparison got into my head, I just wanted to play more Tomb Raider since I enjoyed those games more than Doom 2016.

Now, does that make DooM 4 a bad game? Oh heavens and hell, no! The game is still a rush to play through from start to finish. If you enjoy shooters or games in the style of Tomb Raider or Bioshock, I think it would be a shame to skip this game. But, I do think that this game is a tad bit overhyped. It’s not THAT good since I could have done so much more especially in terms of exploration. 

Maybe Doom Eternal fixes a lot of the gripes I have with the amazing DooM 4, but I do have to upgrade my rig first for that. So, maybe in a few years you might see a review of the sequel from me. 

But in all seriousness, Doom 4 is a really good game. While it wasn’t always my cup of tea and it didn’t always pull me in like I expected it would or compared to other games, I’m so happy that I played this game and I’m even considering replaying this game in the future like I did with all the Bioshock games and Tomb Raider games recently. 

And with that said, I really said everything I wanted to say about this game. I want to thank you for reading this article and I hope you enjoyed reading it as much as I enjoyed writing it. I hope to be able to welcome you in another one but until then, have a great rest of your day and take care. 

Score: 80/100

First Impressions: Suicide Guy (PC  – Steam) ~ How Do I Die This Time?

Suicide Guy 1Steam page

In most games, your goal is to accomplish a goal alive. Yet, there are a few games that challenge you to do the exact opposite. This is one of these games. Your goal is to try and die in your dream to hopefully wake up and catch the beer you dropped. So, will this guy be able to drop his beer before it hits the ground? Full disclosure, I got a review code for this game. So, with that said, it’s time to talk about this game. As usual, feel free to leave a comment with your opinion/thoughts on the content of this article and/or the game.

Note: for this review, I haven’t fully beaten the game, that’s why it’s the first impression. Also, I have played v1.2.1 released on September 18th.

The tavern hub

Suicide Guy 2Like I said in the introduction of this article, the goal is to die in each dream to try and wake up so you can catch your falling beer. The story is basic but it fits the theme rather well. This game is a hybrid of a puzzle, action, adventure and platform game. The story takes a backseat for most of the game and honestly, I’m glad for that.

I expected much worse things when I heard the title. I expected the story to be about a highly depressed man who wanted to die as quickly as possible. But the story is lighthearted and that makes the game even more enjoyable.

So, after the first dream that acts like a tutorial, you get sent to the hub world. The hub world is a big tavern with all the tables a separate level. The level you have to beat will have a light shining on it, all the beaten levels will have their icon without said light. I really like the hub world since on the monitors you still see your main objective, wake up and catch that beer.

The hub world also helps build the character you play as a bit more. I’m under the impression is a somebody who owns his own tavern at the side of the road who is on holiday watching TV. Or perhaps, I might be looking way too much into this.

The icons you see on the tables is also a quick representation of what the level is going to be about. You can also see if you have collected the statue of that level. When you have found the hidden statue in the level, it will be displayed on the table. I really like the design of the statues, since the pose has always something to do with the level theme.

I have two issues with this hub world and that is the in some occasions, the sound effect for the level doesn’t start playing when you quickly walk between levels.

The second issue I have is with the placement of the levels. Levels 1 to 7 are placed in such a strange order; levels 1,2,3 and 7 are placed on one row and 4,5,6 are placed on the other row. I personally place them in a more linear order. The reason why I talk so much in-depth about this is that from level 7 to level 25, it’s all placed in a linear order. So, why not the first few levels.

How shall we beat this level?

Suicide Guy 3The goal of each level is simple. Find the end of the level to try and commit suicide. Like I said before, in each level, you have a statue to find too. This is optional as far as I know.

Once you collect the statue, it stays collected. So, if you didn’t find the statue the first time, you can enter the level and find it. You don’t have to beat the level to keep the statue. Most of them are in plain sight and if you explore just a little bit, the statues are easily found.

I really love the theming of each level. Some levels are even a reference to other popular games or movies. There is even a level based on Indiana Jones, my favorite movie series!

Visually, this game is very pretty. I think it’s a quite impressive display. The only thing I don’t like about the visual presentation when you crouch and you look up, you see what I think are the tops of the arm models. I have seen this for the first time in the 8th level.

The animations are also great. You can see a big visual difference between the graphical settings. I ran the game on high settings since the normal settings had some elements that I didn’t like too much. The shadows for example where too blocky. If you can avoid it, don’t use the lowest graphics settings. The lighting engine goes banana’s then and makes the levels too bright. The game has rather low system requirements, so I think not a lot of modern computers will have trouble with it.

There are a few areas that could some polish visually. Some parts of decorative walls aren’t solid and sometimes the skybox is shown in-doors. Most of the times, these problems are quite minor and will only annoy you if you look for them. I have notified the developer of all instances I found.

Shall we catch that beer?

Suicide Guy 4This game has controller support. I haven’t tested it out with my controller, but I have played the game using a mouse and keyboard.

One annoying thing about the controls is that you can’t rebind them. This isn’t such a big issue if you use QWERTY-keyboards. Sadly enough, here in Belgium, we use AZERTY keyboards so I was annoyed that I had to change my keyboard language to QWERTY to easily play the game. If this could be fixed, I would be a very happy camper.

The UI of this game is pretty good. I have only one complaint, I think that the “select level” button in the main menu is not needed. The hub area covered that already.

The biggest problems with this game are the awkward items and jump controls you must get used to. The problem with the item controls is that the “pick up items” button is a physical button and the “use items” button is the left mouse button. I think it would be better if either both are buttons or both actions use the mouse.

The problem I have with the jumping is that you don’t always know if the character is going to grab and climb up a ledge or not. Maybe a bit more of a visual indicator would be helpful. In most levels, there isn’t a lot of jumping that you must do. So, it isn’t that big of a problem since you get used to it quickly.

Each level isn’t too long. If you know what you are doing, some levels can be beaten in 1 or 2 minutes. In addition to that, if you screwed up and got stuck somewhere, you can easily restart the level without losing too much progress.

If you commit to it, you can beat this game in an afternoon. The game doesn’t take longer than 2 and half hours to beat. This makes the game ideal for speed running. I think that this game would be better if there is a “speed running mode”, where there is a timer in the bottom of the screen and after you have beaten the game, you see a results screen that you could possibly share online, on how fast you beat each level and the entire game.

One thing that I missed in this game is a sort of hint system. One time, I was really stuck on the Mario level. I didn’t want to look up a walkthrough, but I did want a hint. It took a bit too long to figure out what I had to do to climb up to the second ledge.

The soundtrack of this game is excellent. You also can get the soundtrack for the game data folder. If you enjoy the soundtrack, you can listen to it everywhere you want. Something quite unique is the fact that the music plays through the radios scattered around the level. You can pick up those radios to take the music with you or shut them off if you don’t want to hear the music. Pretty great mechanic.

This game isn’t too difficult, once you figure out what you should do, it’s straightforward. This game can be challenging when you don’t see the solution, but overall, it’s quite simple.

There are also Steam Achievements and Steam Trading Cards for those who are interesting in those.

So, that’s everything I wanted to say about this game. I can’t wait to fully beat it myself. Currently, I’m halfway done. If I had to give a score of what I played so far, I would give the game a 7/10. This game is a very fun game but it’s rather short. It’s ideal for casual players or gamers who want to play something quick and different. Also, for the cheap price tag of 5€, you can’t complain. This game has a lot of polish and soul put into it and it’s a bargain for that price.

Thank you so much for reading this article and I hope you enjoyed reading it as much as I enjoyed writing it. I hope to be able to welcome you in another article, but until then, take care and have a great rest of your day!

First Impression: Fire Emblem Awakening (3DS) ~ Tactics Galore

PS_3DS_FireEmblemAwakening_enGBOfficial website

So, the start of 2016 brings a boatload of amazing new (3DS) titles. But one game got me addicted to my 3DS lately. It was that one game I wanted to try out but never gave a fair chance. I always thought that strategy games like these weren’t my thing. But why, does it bring me so much enjoyment? And is the game a guilty pleasure or something I could recommend to anybody. Well, it’s time to take a look at this game and what I think of it. As usual, feel free to leave a comment with your opinion on the game and/or of the content of this article in the comment section down below. 

Tactical RPG

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After hearing so much other content creators (bloggers and YouTubers I watch) talk about this game, I decided to give it a chance. First, I played the demo, and almost right after finishing the demo, I bought the full game.

The first thing the game does right is the character creation. You decide how he or she looks and how his or her voice sounds. Finally, you can play a character that isn’t a silent one. A character that actually is a part of the story.

About the story, you can play this game in two different ways. Classic and normal mode. In classic mode, when a character dies, it’s gone for good. In normal mode, you can keep the character. It returns after the battle is over. This is something I really like. I’m not that good in tactical RPG’s. I’m afraid that one or two stupid mistakes might screw up my progress and put me in a battle I might never win. That’s why I love the normal mode so much. After I finish the game, I might give classic mode a try since I honestly feel that I’m missing the entire point of the series.

So, the story I have seen until now is quite decent. I finished the first part of the game and I’m having the impression that it’s structured in a sort of anime show format. Like each battle is a separate episode of an anime. And a good one at that. But where the story really shines is that you can influence parts of it, yourself! How you fight your battles will decide who marries who. Oh yeah, that’s a thing. Shipping is totally a thing in this game.

Different and unique

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So, thanks to the “shipping” mechanic, each playthrough of this game are pretty personal. I might pair up my characters differently than somebody else. But enough about that, let’s talk about the gameplay.

And in this game, it throws in so many options for you… I’m amazed at how accessible this game is. If you use only your powerful characters, you don’t level up your weaker but very useful characters. I’m now in a situation where I have to be very careful with my archers since I haven’t used them a lot. This makes me very weak against certain units and is my current weak point of my army.

In this game, you are the tactics master of the kingdom. So, you decide who runs where on the battlefield and when to attack or fall back. This game also works in turns. So, after you moved your character, it has moved. After you moved all your characters, your turn ends and your opponent’s turn starts.

Once your unit has moved, you can’t undo the move. I wish I could do that sometimes. But the game has a solution for that, it’s the dancer. They dance to motivate your warriors to give them one additional turn.

Explaining how this game works could take me a while. But compare the battle system a little bit to how the battle system in Pokémon or any turn based RPG works. Only two differences, your enemy attacks back when it can in YOUR turn and weapons can and do break after repeated use.

While I haven’t played many tactical RPG’s, I want to try out more. Thanks to this game. The gameplay is a lot of fun when you like planning ahead but sometimes changing your strategy to get out of dangerous situations. If you like to play games like Age Of Empires or Advanced Wars, this is game for you.

The Fire Emblem

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So, there are still a few things I want to talk about. First of all, the voice acting is something I have a love-hate relationship with. It’s extremely well done but it falls short sometimes.

When a cutscene plays, only some of lines are spoken. And sometimes, a random line is said to give the emotion more meaning. This can be distracting for some people when the voice acting is saying something completely different than the lines on the screen. While it annoys me here and there, I don’t mind it that much personally.

Visually, this game looks amazing. Graphically this game is really nice done. A good example is that the character portraits change depending on how they are doing in battle. Or better said, how much health they still have left.

But what I love the most about the visual presentation is how the game is animated. When your characters level up, they do different moves. It’s something I can’t explain and you should see for yourself to understand. It really helps to immerse me into the game.

The sound design and music is something… well… It’s one of the best soundtracks I have heard in quite a while. I actually want to buy the soundtrack to add to my collection. I like it that much. It really helps to set the mood.

I think I’m going to wrap up my first impression here. While I have some minor issues with the menu design, they are really nitpicky. In any case, I feel that I can fully recommend this game to any person who likes to play strategy games, RTS, Tactical RPG’s… This game is something I wish I tried sooner. Since it’s a series I’m becoming a fan of.