Tag Archives: game

The 5th Retrospective Blogger / Creator collab is going to be about.. (Writer/YT’er call-out!)

In 2017, I came up with the idea of doing a retrospective in a special way. I gathered several writers and I created the “The Legend Of Zelda Retrospective – A Bloggers Journey“. The year after that, in 2018, one of the writers of Zelda retrospective took on another series in the same style. That series was Final Fantasy and that was bundled in the “Final Fantasy: A Crystal Compendium“. Later that year, it was my turn again. So I gathered writers for a series near and dear to my heart and that’s the Tomb Raider series. So, “Tomb Raider – Writer’s Raid” was born. Oh, and in 2019 the madlad Well Red Mage did another one… about, all. the. Mario. Games. Yes, including spin-offs. The “Super Mario Multiverse: Compilation” is the 4th one in this style. And now, it’s time for the announcement of the 5th one. 

How does this retrospective works?

How does this retrospective work? Well, the idea is quite simple. The first thing that happens is that somebody decides on a series to take a look at and lists all the games that should be included in the collab. In that case, the organizer knows how many writers are needed to at least look at the main games and how many additional writers are needed for the spin-offs. 

Depending on the amount of writers, the idea of this collab is that each writer takes as few games to write about as possible. The writer publishes their piece on their own blog/channel/page… Unless they don’t have one, then the organizer looks for a place to publish it. Each piece links back to the hub article that’s published on the organizer’s blog/channel/page. 

The hub and each article are published at the same time. That way, you can go to the hub article and read about your favorite game or about the game you always wanted to know about. And there are a few benefits as well. The creator community comes closer together and meets the fellow creators and opens doors for future collaborations. And for the readers, you might discover new content creators to follow and enjoy. 

Now, what are these articles about? Well, when I organize these collabs I always give the full freedom to the writers to write a piece to their liking. The only “rules” I have is that the article links back to the hub article, uses the art piece made for the collab and that it’s at least 1,000 words long. The article can be a review, a personal story about the game, the development history, interesting facts about the title, comparison between original & remake… As long as it focuses on the chosen title by the content creator, it’s all fine. 

The freedom I give to the writers means that it’s not a retrospective by definition. Since not every article will talk about the development history of the series. This isn’t a bad thing in my eyes, since the main idea of the retrospective is to promote other writers and celebrate a certain series and talk about personal stories and create something unique. My end goal is to create a group of friends that works together to create this celebration of this series. 

This seems like a long and complicated explanation but if you take a look at the finished works, I think it paints a clear picture of the end product. It’s up to the organizer to choose the publish date for each & every article and which writer gets which game. I personally advise against two or more writers taking the same game, but if you want to do it differently in your collab, I’m not stopping you… It’s your collab after all. 

The tease

So, a few days ago, I put out a tease that I was doing one of these collabs again. Yet, I kept the series a secret. The reason for that is because I recorded a podcast together with Alex Sigsworth about gaming music. At the end of the recording, I teased that I was in the final planning stages of this sort of collab but I refused to reveal the subject. 

At first, he was going to be able to publish it today but sadly some editing issues popped up and he has to delay it to next week Sunday. I wanted to avoid him uploading a podcast where I tell that this collab is still a secret while I fully reveal it later before he uploaded it. 

Yet, we came both to an agreement that it’s fine for me to reveal the series while he will see what he can do in editing. I’m going to leave that fully onto him. So, it’s possible that he cuts everything out about that or he puts in a disclaimer that it’s recorded before this reveal… It’s all fine in my book. But yeah, I wanted to tell this “behind the scenes” story in case if there is some misunderstanding when the podcast does goes live. I’m quite looking forward to the podcast since his previous ones were amazing and it was a lot of fun to record with him. 

The reveal and such

A few writers jumped in blind already. So far: Andrew Fisher, Eric Fellner, TriformTrinity and Gaming Omnivore signed up. That you so much for that. Now, of course with 5 writers we aren’t going to be able to tackle a series that’s extremely close to a lot of childhood’s hearts… I want to catch more writers for this collab. I want to catch ’em all to have enough writers for this journey/adventure… And if it hasn’t clicked yet… It’s going to be about:

Pokemon-logo

Yes! It’s going to be about Pokémon! 

So, if you want to help out in this collab, what do you have to do and have?

I would love it if you have your own blog or YouTube channel. I wouldn’t mind publishing one or two articles if you don’t have your own space but I would prefer it if you have your own space. 

If you are interested, feel free to contact me over mail, Twitter or Discord. (My handle is NekoJonez#5471). Give me a link to your own site/page and if everything checks out, I add you to the group. 

For this collab, all the articles will be in English. So, if you decide to write an article or make a video, it should be in understandably English. It doesn’t need to be in perfect English, but remember that it’s going to be a sort of “ad” for your blog/channel to possibly interest new readers/watchers. 

At the moment, there is no real name or publishing date planned for this project. When I have enough content creators, I’ll look for a date and time when everything can be published. We will look for a date that works for almost everybody. 

Keep in mind that I’m trying to get as many content creators as possible. So, that means that I’m not going to allow content creators picking too many games. And also, when a game is taken by a content creator, it’s taken by that content creator. If you want to trade, it should be agreed upon with both content creators and me. 

When you want to write an article, it has to be at least 1,000 words. If you want to create a video, I expect a video that’s at least 5-10 minutes long. 

If you want to read/watch the final product, well keep a look out on my blog and Twitter. More information will appear on there. But for now, I’m quite interested in who is going to sign up for this collab and I’m rather curious for the end result. So, who is going to join us on this adventure? 

With that said, thank you so much for reading and 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!

Game Quicky: Grood (Switch) ~ Not That Three One.

CREATOR: gd-jpeg v1.0 (using IJG JPEG v80), quality = 82Steam versionNintendo.com pageOfficial website

Drageus Games is at it again, they published a new game called Grood. Not to be confused with Marvel’s character named “Groot”. Fun fact, groot is actually a Dutch word as well. When you literally translate it into English, it means big. Anyways, I’m getting off track. Drageus Games provided me with a press copy to take an honest look at this game and in this article I’m going to take a look at this 2,5D side scrolling shooter by CC_Arts. Is it any good or should you skip this indie title for 5€? Let’s find out while I invite you to shoot me a comment in the comment section down below with your opinion on the game and/or the content of this (game quicky) article. 

Editorial note: this review has been written while playing v1.1.0.

Load the canons!

the-woods1

The story of this game is short and simple. There are a lot of enemy robots and machines out there, so you build a big attack ship called Grood. You want to take on the enemy with this ship and you set out on a mission for it.

In terms of story, there isn’t much more. On one hand, this can be seen as a negative by some people but I personally see it as a positive for this game. The focus of this game is the gameplay and not telling a story. So, it doesn’t get in the way at all. Also, this time it’s in the game instead of only in the description of the game in the eShop.

Something that I found a huge positive for this game is the fact that there is a co-op feature. It would be a huge ask to have an online co-op as well, but hey. I’m surprised that there is a co-op mode. I do have a small nitpick about it, but I’m going to talk about that in the negatives section of this article.

Let me tell you, this game doesn’t fool around. The epilepsy warning at the start of the game is a serious warning since there are some flashing imagery in this game. This game is anything except a cakewalk. At first, I was afraid that this game would use a lot of unfair or unbalanced ways to make the game “more difficult” but I was pleasantly surprised.

This game hits the right balance at being challenging but not too challenging. The pattern of the enemies are easy to learn and avoid. This game doesn’t go into bullet hell mode or spawn a ton of enemies you have to damage through. In most cases, there are one or two enemies who are a bit too cheap in my opinion. At the start of the 3rd level, there is this ship that shoots lazers without too much of a warning in which direction making it too much of a cheap shot.

The damage system is quite interesting as well. The more damage you take, the less color there is during gameplay. Yet, this game throws an unique wrench in the mix. It simulates a broken screen so you have to also think where to aim your bullets since you can’t line them up properly anymore.

There is also this slow motion mechanic. Once you have defeated a certain amount of enemies, you can go into slowdown mode. Everything, even your own ship, slows down so you can plan out your shots even more. You notice how much more time you have in the slow-motion mode with the battery next to your score. It has to be full before you can start it and it has to be depleted to exit out of the mode. You can’t start or stop the slow-motion at will.

You could think that this game can be cheesed by hanging at the bottom at passing through the levels quite easily. Yet, you shoot yourself in the foot with that tactic. Since this game also focuses on high scores. There is even a leader board in the main menu. I only wish it told me on what platforms these scores where achieved since I would love to see which platforms have the highest score.

Visually, this game looks extremely nice. In terms of animation and visual presentation, I don’t have any complaints. The animation of text appearing is a nice touch and pleases the computer scientist in me greatly. The game runs quite smooth through the detailed terrain and I rarely experience frame drops or slowdowns.

Speaking of impressive visuals: you can play this game in “90’s love modus”. If you enable this option in the options menu, you go from the 3D visual artstyle to pixelart with the same attention to detail that the 3D-style brings. This makes the retro gamer inside of me extremely happy. I do have two minor complaints about it and that’s the score isn’t readable enough in TV mode as well as the health bar. But these can be fixed with a minor patch I think.

This game feels quite gratifying to play. The quite responsive controls is another part the helps achieve that fact. Add an nice metal soundtrack with great sound design and you get a game where you have that “one more round” mentality.

This game has been localized in 4 languages. Which I find a bit strange, since usually Drageus Games has more languages then 4. This game can be played in English, Russian, Spanish and Italian. Since I only speak English out of these 4, I can’t review or talk about the quality of the translation.

Let’s forget about the cannons

philosopher-path0No game is perfect, and this game made a few mistakes. Since I only played the Switch port, I can’t say that these issues appear on other platforms but these things were a bit of a downer on my experience.

First of all, let’s talk about the health situation. While the draining of color is a interesting mechanic that has been used in other games like Tomb Raider, sometimes it’s quite unclear how much health I still had left. This made me play too careful sometimes.

Secondly, let’s talk about that silly “continue” feature. I can understand that you only have one life and when you are death, you have to restart the whole game. But, I think it would make the game more accessible and ease the tension a bit when the player had more or infinite lives. With the consequence, that when a player died, there score was reset to 0 or they could “pay with their score” to revive. That way people can still finish the game but try and get a high score to get higher on the leaderboards. Also, that would provide a solution that you could only continue when you have beaten level 4.

Thirdly, let’s talk about the UI. It makes a few mistakes alright. While the visual design is quite cool and interesting to use… It suffers in the usability department. Take the credits for example, these are unreadable while you are in TV mode due to the angle of the menu.

Another bigger example is the options menu. Each option brings you to a submenu. Apart from the vibration option, that can be set in that menu. Now, if only you could feel a sample of the vibration and we would be set.

But the biggest issue with the UI I have is something quite simple. I find it extremely strange that you can’t go back to the main menu during gameplay. You either have to restart the game or have a game over.

Fourthly, in this negatives section of this article I want to mention that there is no overview of the controls. Since the tutorial only appears the first time and doesn’t appear after that, that means you have to figure out the game on your own if you take a break or let a friend play.

Fifthly, why o why isn’t there a sort of level leaderboard? Wouldn’t it be cool to know which are the high scores per level? Or in what level a certain high score was achieved?

And finally, let’s talk about the co-op mode. I do have one gripe with it. Earlier I talked about the health situation. Image that issue but now you have two ships and you are unable to tell who is almost dead and who has still a lot of health points. Let’s not forget to mention the fact that there is no tutorial in this game so your partner has to figure everything out from either you or trail and error.

So, let’s save or not?

Is this game worth it or should you skip it? Well, it depends. There is a lot going for this game. It’s challenging and fun. It has that one more round mentality and it has a lot of competition with the high scores and leaderboards. Yet, with only having one live, this game can feel quite unforgiving.

The biggest mistakes are made in the UI department. There are some things that really bothered me and made me quite thankful that the Switch has some features to easily reset the game.

Would I be able to recommend this game to anybody? Yes! I would recommend this game to anybody who enjoy side scrolling shooters. This game quite well done and has a lot of love put into it. It does have a ton of minor issues that make the game a bit less enjoyable but apart from the one live – restart situation, most of the things shouldn’t get too much in the way of enjoying this game.

I have left out one mechanic from this review for those who want to give this game a try and want to still have a surprise left. I’m rather curious what you guys and girls think about it. But, apart from that, I have said everything I wanted to say about this game.

So, 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 article but until then, have a great rest of your day and take care.

Score: 3.5/5

First Impression: Accident (PC – Steam) ~ Let us Learn About Saving Lives

Steam store

For those who do not know yet, I work as an IT Admin in a big art high school (secondary school) in Belgium. Also, I have a lot of games in my PC collection that are part of the “edutainment” genre of games. So, when Duality Games offered me a free press copy of their newly released “Accident” game, I was extremely interested. As usual, the developer asked me to give my full 100% honest opinion, so that is what you are going to get in this article. So yeah, does this game hold up while being reviewed by somebody who is working in the education sector for 7 years now? Let us find out and let us find out if it is fun to play as well as a game. Personally, I want to find something out as well from you, the reader. I want to find out what your thoughts and opinions are on the game and/or the content of this article so feel free to leave them in the comment section down below.

Reviewed version: Build 1.05

Let us Learn About Saving Lives

In this game, you play a nameless person who is working for a nameless company that started a new project called “Roadside Heroes”. In this VR-experience, you are set in the shoes of a person who encountered a traffic accident and it’s to you to make sure that the people in the accident make it out alive.

In terms of story, this game is a bit lacking. Since it’s unclear if you are working for a game company who is working on a VR-game about traffic accidents or if you are a part of your police training or if it’s for the emergency workers or if it’s part of a recreation program for reports and journalists… It is all a bit vague. On one hand, this can help to insert yourself in the game and make the story whatever you want but on the other hand, I felt a bit disconnected from the game since the story didn’t immerse me. (Now, I am going to completely ignore the fact that the store page gives more story since I mostly focus on these articles on what is told to the player through the game itself.)

While writing this article, I was asking myself: “Should this game even have a good story?”. And this is a tricky question to answer. For reasons I will explain later, this game can be a perfect teaching tool to help people what to do in the event of a traffic accident. It can also be a great “shock game” for people who feel that traffic laws are only a suggestion. So yeah, in that case, the fact that this game does not have a too in-depth story is a good thing since it does not get in the way of the actual intention of the game.

Most of the story is being told through your phone on your desk. After completing a case, you get a text from Mark telling about the next case. A neat detail in this game is that the clock on the mobile phone matches the real-time of the system clock.

In terms of writing, this game is decent even for a “lacking story” (which again, is not a negative for this game for the reason I explained earlier). There is some minor voice acting and voice work but most of it is nothing special to write home about.

So, this game starts off with a tutorial case. In this case, you learn the basic operations and mechanics in this game. It teaches you the controls and the steps you should take during the other cases. The tutorial is a little bit hand-holdy, but I noticed that this only happens during the tutorial since you are mostly on your own during the other cases. You do have objectives to complete, but it is up to you to find out how to complete these objectives with what you learned during the tutorial. So, let us dive right into some cases and start saving lives.

Teaching tool?

Each case starts the same way. You drive towards the site and you call the emergency services. The reason why I feel like this game can be a great teaching tool is that in various moments, a non-intrusive box appears on the top in the middle of your screen with the reason why you would do such actions in real life. For example: “Turning off the engine will stop the chance of engine fires in real life.” This can be very helpful advice and maybe save lives in the real world. This is not the only occasion that this happens.

This game can teach you a lot of things but there is no backend for the teachers. So, there is no way to see how your students reacted or if they had to redo certain cases or how they failed… Honestly, if this would be added to the game, it would make this game a very powerful teaching tool for those traffic lessons. But teachers can be creative and maybe this can be used in group work.

Before I ramble too much about that, let us put the focus on reviewing this game as a game. This game has been localized in different languages. You can play this game in English, French, Chinese, Polish, German, Spanish, and Russian. Since I know some French, I tried this game in French and I can tell you that the translation is done extremely well.

So, what do you have to do in this game? Well, you play the role of the guy or girl who was the first person that intervened when the accident happened. You must call the emergency services and provide first aid to the victims if needed. After that, you must piece together what happened and why the accident happened.

There is something unique about each case. In one case, you are knee-deep in the Russian winter, and in another case, you are in the extremely hot desert. If I have to give a genre to this game, I would say that it’s a puzzle game since you need to find out what the right steps are to finish the case with the least amount of deaths. Sadly enough, when you did not provide the correct aid and somebody died, it is game over.

On one hand, I dislike this mechanic and on the other hand, I don’t mind the mechanic too much since you can rewind time at any moment to redo a certain part in case you can do it better or faster. When you press “R”, you can rewind time to a previous decision point. The longer you press “R”, the further you go back.

Sadly enough, this means that there is only one way to complete each case. I silently hoped that this game would have worked with some sort of rating system where you could see if your actions saved the most lives or were the best way to handle the situation.

The whole package

If you look at the credits of this game, most of this game is created by Paul Dyvel apart from the music and the 3D art in this game. I must be honest, for the result is rather impressive. Let us first talk about the controls of this game. Thankfully, I was able to rebind them since this game does not recognize the keyboard layout “AZERTY” from Belgium and France… But that is a nitpick I have in almost every game.

Sadly enough, I do have to complain in terms of the controls. The first complaint has to do with putting out fires. I feel that this is a bit too pixel perfect. I had to redo the tutorial several times because I was unable to put out the fire. I honestly do not understand how to put out the fires since there is not enough feedback to the player in my opinion to tell them if they are actually putting out the fire or missing it completely.

The second complaint is about CPR. It took me a while to get into a correct rhythm for the chest compressions but when I learned that the heart rate graph is a nice indication to get in the correct rhythm, I didn’t have problems with chest compressions anymore. But here is the most annoying issue. It is the breathing mask and its controls. You must drag your mouse up and down. But that dragging up and down… Well, I know I have a small mousepad, but I almost must drag it all the way up my desk. It is a bit much. Also, as soon as you let go of dragging up, you must restart that breath… It is a bit too finicky. Apart from those two issues, the controls are quite responsive and easy to learn.  

Let us talk about the audio-visual design. In this game, the music is created by artists over at SoundStripe.com. It is extremely kind of the developers to list in the credits which artists were used. But I am unable to track the actual tracks down. It is a shame since I really enjoy listing to the tracks, and I would love to hear more from the artists. In terms of sound design, I think Paul did a very nice job. I have to say, I highly recommend that you play this game with a headset since it enhances the sound design and the music so much more.  

Something else I would like to talk about is the difficultly of this game. This game rides that fine line of being too easy and too challenging. Some scenarios are a bit too easy in my opinion. The scenario in America was over before I knew it while the two other unlocked scenarios were trickier to finish.

It is time now to talk about the visual presentation of this game. This game looks amazing for being created by such a small team. The models look extremely detailed and they are nicely animated. I love that there is some attention to detail like the chest slightly moving when you check if the victim is breathing or not.

It pains me to say that in some cases, I noticed that some corners were cut. For example, the textures for the clothes look less detailed than the other parts of the game. Another example is the car mirrors, it is quite clear that a less detailed version of the road is playing in it.

While this game has high attention to details, there are a few mistakes in terms of details that can break immersion. For example, the Wi-Fi symbol on the phones while there is no Wi-Fi access point nearby. Or the fact that the kilometers per hour do not make any sense on the dashboard of the car, I have even seen it go into the negatives several times during the Russian case. And let us not forget to mention that you can enter cars while holding victims without an issue.

Thankfully, these are small little things that are not a big deal breaker in terms of immersion and gameplay. Since overall, the atmosphere and the visual design of this game are good. The environments like quite real and apart from what I mentioned above, I barely have any complaints or suggestions to improve.

This brings me to the final part of this game I want to talk about. And that is the UI. There are a few things I would like to say about the UI. Overall, the UI is pretty good apart from several minor issues that give the game an unpolished feeling. Let me give you a few examples. Granted, some of these examples are visual issues combined with UI things.

Number 1: the “return” button can clash with the feedback button. This results in being able to return from the accident screen and opening the feedback screen.

Number 2: the feedback screen is strange. You do not get a message if your feedback has been sent or not and you have to select a thumbs up or down when you want to report a bug…

Number 3: you are unable to open the pause menu during the rewinding of time.

Number 4: there is no “reset to defaults” button in the video settings of the options menu.

Number 5: the credits text is a bit hard to read. Speaking about the credits, they do not wrap. So, you must scroll up to restart them. And the strange thing is, that this does not always happen… Sometimes I can easily read the credits. I think it depends on the resolution.

Number 6: when you complete a case, the complete sticker appears over the name of the case. Making you unable to read it.

Number 7: you are unable to skip the intro to each case.

Number 8: you are unable to scroll in dropdown menus.

Number 9: you do not get an error message when you try and double-bind keys.

Number 10: you are unable to save during a case. You must do them in one sitting. But after finishing the case, it autosaves.

So, in general. What do I think about this game? Well, I honestly think that this is an enjoyable game and a nice concept. I think it would be a shame if this game does not get more cases or some sort of a sequel. Thankfully, there are high hopes for that! Since this game is in early access now. There is a demo version available but reading from the reviews, that’s less polished than the final product.

Would I recommend this game? Yes, I would. I think this game is a great adventure/puzzle game that also teaches you several things about car accidents. While the game takes some liberties on how to save people, the game always tells you when the game and reality conflicts. Also, each country works quite differently… But that is a whole other can of worms where I do not have the right knowledge and specifications to discuss. So let me say this, always call the emergency number when you come across an accident and ask what you should do and follow their instructions. 

So, I am quite curious about which improvements this game will get when it is in its final state. There are going to be more cases, tweaks, and improvements. If I have the time, I will write a follow-up article and review this game but for now, I have said everything I wanted to say about this game. So, with that said: thank you so much for reading this article. 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.

 

First Impression: Cave Digger (PC – Steam) ~ Diggy Diggy Dig. (Non-VR Version)

capsule_616x353-1Steam store page

At least once every two or three months, I get an email from a developer who is asking me to review their VR-game. I always have to decline since I quite easily get migraine attacks from VR headsets and that’s one of the main reasons why I don’t play VR and don’t even own a VR headset. Now, why am I taking a look at a VR game then? Well, because the developers of “Cave Digger” made a non-VR version of this game and asked me to write an honest review about their game. So, a VR game that went “Non-VR”, is it any good, or should it remain a VR-game? Let’s dive right into the caves while I invite you to leave a comment with your opinion on the game and/or the content of this article. (A press code was provided by the developer to write this article)

Diggy Diggy Dig

Cave-Digger-PC-Edition-3dIn this game, you play as a digger for the Frontier. For the first part of the game, the story doesn’t have a big hook to pull you in. But, the further you get into the game, the bigger the actual hook gets. If you want to enjoy most of the story in this game, I highly advise you to take the second radio station on your train since it describes the mystery a lot better. More on that later.

The goal in this game is that you not only uncover the mystery in this game but you also rebuild the city with the riches you find down in the caves. The more you explore the cave, the more information you get from hidden parts of the caves where a lot of jewels and riches reside that might help you earn more money and buy more upgrades. 

So, what is the mystery about? To stay as spoiler-free as I can, it’s about a hidden ancient civilization that might still be alive or too advanced for our human race. So, in the alternative western setting, you have to make a decision about what to do. I have been playing this game for 3 to 4 hours now and I haven’t met another human character… Physically that is. Most of the story is told over the radio. And I do have a complaint about it. 

The voice acting of the characters is good. It pulls you into the story without an issue. Now, English isn’t my native language and while I’m quite good at speaking it, sometimes I enjoy it when there are subtitles when a word or an expression is used that I don’t know. Sadly enough, this game doesn’t have subtitles. That’s a big bummer. 

It would have been great if there was some sort of archive of previous broadcasts. It would be a great help to those who took a (long) break while playing this game to catch up at what’s happening or to re-listen again in case you missed some parts. 

At first, I thought that this game was going to be quite linear, but that is far from the truth. Since this game has 9 different endings. Yes, the replay value of this game is quite high. Now, I haven’t encountered one of the endings so far but I’m quite curious to see them. So, when I have beaten the game and I write a follow-up review article, I’ll talk more in-depth about the endings. One thing I’m going to say already is that there funny and interesting easter eggs in this game that add a whole lot of charm to the game.

Two Ways Exploration

There are two ways you can explore, you can go to the elevator and the train. The main game is going on an adventure with your train. But, it’s easy to earn money by exploring with the elevator. You need to do both since some items to progress in the game without going into a crazy grinding mode is by buying the items at the elevator. 

The gameplay of the “two modes” are also quite different. In the elevator, you can have secret vault doors, but I don’t know how to interact with them. Most likely, I haven’t found the correct tool. You also get three different stages where you get 30 seconds to mine out resources or collect artifacts. After 30 seconds, you move on to the next section. I find that it’s quite easy to throw a stick of dynamite to the walls and use the vacuum glove to collect all the gems before they disappear into the edges of the elevator. Oh yes, that happens during the transition of the sections as well. 

So, let’s talk about train exploration. With this train, you go into the caves where you have various places you can go to get materials and explore. At first, the train goes extremely slowly but the further you upgrade your train, the faster you will be able to travel. Thankfully, there are warp points to certain landmarks so you don’t have to restart your whole travel each and every run. 

The tutorial only explains the basic controls. But the rest is up to you to actually figure out on your own. How you safely extract fossils and oil from the caves, it’s up to you to figure out. Even what the strange golden statues are doing on several dig sites.

Now, to collect the goodies, you have to throw them in the deposit box in your train. Before I got the glove, I found it extremely annoying to pick up the items one by one and deposit them. When I discovered that the glove allows you to suck up several items at once, I found that the game opens up a lot more. Also, it doesn’t take long before you meet your chest buddy who is also a deposit point and even eats up whole piles of gems and deposits them for you. 

Now, this lack of tutorial is a double-edged sword. On one hand, it makes the game a bit more challenging and it feels more rewarding when you figure something out and solve a puzzle. On the other hand, things like the fact that the glove is a vacuum don’t get explained and might turn some people off from this game… 

Something I can forgive is the fact that this game can be a bit repetitive. If you are interested in this game, I highly recommend that you play this game in short bursts since otherwise, this game might become quite boring. 

Something is wrong, I can feel it.

To be quite honest with you, I felt quite conflicted while writing this article. Since there is a lot that this game does right but the mistakes that this game makes are quite major. 

A great example of this is the visual presentation. Visually, this game looks amazing. The environments are detailed and feel life-like. For example, there is a volcano level in the elevator and you really feel that you are mining in an extremely hot place. In terms of animations, it’s good. Nothing too groundbreaking but good. 

Yet, there are several moments where I thought: “shouldn’t there be some visual to tell the player you are breaking this rock?” or “why does my drill always get so zoomed in when I walk very close to walls?”  or “why isn’t there a fuse animation on the dynamite?” … There are several more of these questions in the visual department, sadly enough. There isn’t enough feedback from the game to the player to communicate if they are hitting or missing a rock for example and this breaks the immersion fast. 

And it pains me to say that the smooth and stable visual presentation isn’t the only victim to this problem. The controls are as well. In most cases, the controls of this game work amazingly. I rarely felt like I was cheated out of something or that the game was unresponsive. Yet, I felt that the vacuum didn’t always work as I was expecting, and carrying around items to other places felt a bit … janky. Sometimes I dropped an item with me being unable to explain why my character dropped the item. 

But there also problems with the audiovisual presentation. The soundtrack of this game is just amazing. The variety of tracks in this game is just perfect. I really enjoy the fact there are different genres present in this game apart from all old-western-style music. The sound effects are pretty neat as well but don’t always play consistently. Sometimes they don’t play and sometimes they play for too long. Sounds that don’t always play are the drill when you are excavating relics and sounds that play too long are your gloves when you are using the super punch and cancel it. 

Not even the UI gets saved in build 2020-08-25. For some reason, there are still controller controls in the level bottom of the pause menu… while I don’t have a controller connected. On top of that, the counter for the number of unlocked endings is completely wrong. Just look at this screenshot to see both issues:

So yeah, it pains me to see this since you can clearly see that the rest of the UI is fine and works great. You can see your current main objective and your special mission to gain additional resources but mistakes like I mentioned above are just giving this game a sort of “beta” feel.

Now, most of the issues I mentioned so far I can personally overlook to a certain degree. Yes, they are annoying and they make the game less enjoyable but not unplayable for me. Yet, the thing that makes the game a bit unplayable in my opinion is the fact there is no real way to lose this game. There is no real danger in this game lurking. There is even no punishment for jumping in the ravine, you simply respawn next to your train.

So, is this game a bad or a good game? On one hand, this game is extremely relaxing and maybe it isn’t so bad that there isn’t a lot of danger lurking over your shoulder so you can enjoy the game at your own pace. Yet, on the other hand, I got a bit bored during parts of this game since I didn’t feel challenged at all.

I think the best conclusion is this. This game is perfectly balanced, as all things should be. While it has (huge) flaws that can turn people away, there are a lot of good things that can draw others in. I honestly think that with some more depth and polish, this game can become a real hit but in it’s current state, I think it will become a footnote in history.

Now, I think the big problem I have with this game is that I have played a game that did this concept a whole lot better in my opinion. I’m talking about SteamWorld Dig. Maybe I’m comparing this game and that game a bit too much in my mind diminishing my experience with this game. But, that makes this game: not a bad game. Since I enjoy trying to get the achievements in this game.

As I said earlier, I’m conflicted about this game. On one hand, I enjoy this game and I would recommend it to people who enjoy games like Minecraft or Steamworld Dig, but on the other hand, I don’t want to recommend this game since it needs a lot more work to be enjoyed by more than a niche audience. Also, I haven’t played the VR version of this game. Maybe that version is more polished.

Maybe when I finish all the endings, I might be able to form better opinions on this game. And who knows, maybe by then a few patches are released that improve the game and I might praise this game a lot more in my review. But for now, I think I’m going to wrap up this article. 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 article but until then, have a great rest of your day and take care!

Game Music: My Favorites – Numbero 24: The Return

1771904_3356_6The previous articles in this series.

While I’m preparing my move, I’m playing less and less new games. I started to play a ton of games that I have already taken a look at but I’m now trying to finish since I packed most of my games already. Next weekend is my final weekend in my current house and the weekend after that, it’s moving weekend. Now, during packing my stuff and my games, I played a lot of music and that inspired me to bring back this series and talk about my favorite tracks in gaming. For those new to the series, in this series I talk about game music I really like and I use the opportunity to either talk about the games’ music OR talk about the game itself. Except for some special articles, I don’t allow remixes or music about games in these articles and I limit myself to one track per franchise per article. So, let’s dive right into today’s selection and if I notice that I re-use a track from a previous entry, let me know and I’ll change it.

Nightmare Reaper (PC) ~ Nightmare

nightmare reaperMy first impression article about this game

This soundtrack by Andrew Hulshult is just amazing. The guitar riffs and the drums give the game a tense metal feel. 

Honestly, I tend to enjoy the combat more when the soundtrack is playing. I love that each area has it’s own track for battle. I’m extremely bummed out that only one or two tracks are available on YouTube right now, but I’m patiently awaiting the full release of the game or a soundtrack DLC. 

If you at all enjoy soundtracks like DooM 2016 for example, you will feel right at home. Also, Andrew just composed part of the music for the DooM Eternal DLC, The Acient Gods. If only my CPU was strong enough to run the game so that I could enjoy the amazing work as well. But then again, I’m playing through Nightmare Reaper which might be one of my favorite games in 2020.

Horizon Zero Dawn (PC) ~ Years of Training

horizon zero dawnI know that this port is plagued with a lot of issues. While I’m glad that the developers are listing to the community and fixing the biggest issues. I’m even happier that this PS4-exclusive game got ported to the PC for even more players to enjoy. When I first played the game, I was hooked right away. 

Since there is no new Tomb Raider game to look forward too and we don’t know when Breath of the Wild 2 is coming to our Switch… I’m looking for my next big adventure game fix. 

And Horizon Zero Dawn scratches that itch for me perfectly. I’m so glad that my PC can handle this game on low to medium settings so that I experience this new and interesting adventure that almost made me buy a PS4. 

Anyways, this article is actually about the gaming music. So, I want to talk about the track I have chosen from this game called “Years of Training”. I choose this track for a reason. Because this track really pulls me back to the memories of playing the reboot Tomb Raider series and Breath of the Wild for the first time. It pulls me into the world of this game even more. 

The soundtrack also has it’s own unique identity. I listened to the Horizon Zero Dawn and Tomb Raider soundtracks side by side and while I hear similar things, both have their own unique tones and styles. The adventure-rpg lover in me is extremely happy with amazing music like this. 

Phoenix Wright – Ace Attorney 6 – Spirit of Justice (3DS) ~ Pursuit: Cornering Together

phoenixwrightspirit_boxFirst impression of this game

Man, I still remember back in 2016 when this game got released. Three years after the amazing Dual Destinies game, we got this game. 

While some fans aren’t too pleased with some parts of the story, I think it’ll make the sequels quite interesting. 

The iconic music in this game sounds amazing. When I’m listing to the Ace Attorney soundtracks, I always have a hard time picking the game or the tracks I want to listen to. There aren’t many tracks I dislike in all of the soundtracks, I find them that good. 

The reason I have chosen for one of Spirit of Justice for this article is because I’m finally finishing up the DLC case of this game. This game released in late 2016 and during that year, I have been playing so many other games as well, I simply forgot about that one unfinished case and I kept forgetting and forgetting. Now, I decided that I want to beat that case before I move into my new apartment. So, being re-exposed to the soundtrack after 4 years… Man, it has been a nostalgic trip to say the least. 

Now, I was quite sad when I learned that Takeshi Yamazaki, the director of the series, left Capcom. Does that mean we won’t see another Ace Attorney game in the future or will the series take a drastic new direction? While my gut feeling is saying the former, I’m hoping for the latter. So yeah, Capcom, we are waiting. Where is our next installment of Ace Attorney since the last new game we got that weren’t remakes is 4 years ago now… 

Persona 4 Golden (PC) ~ Time to make history

persona4

The Persona-series always interested me. I have heard a lot of my favorite YouTubers like NitroRad talk about the series and ever since I wanted to play it for myself. 

When the enhanced remake of the 4th game got ported from the PS Vita to the PC this summer, I took the opportunity to finally start playing one of the Persona games. And all I have to say is: I wish I was less busy and that there were less interesting games releasing lately since I fell in love with the story and setting of the game. 

I think I might start playing a bit after finishing up this article. I’m also planning to write an article about this game in the future, so stay on the lookout for that. But, for now, let’s enjoy the amazing joyful soundtrack of this game which is in strong contract with the themes of the game. 

I’m even considering hunting down the original PS2 release of this game just to see the biggest differences between the original and the Golden remake. Maybe that would make for an interesting article. So yeah, time to get thinking about how I’m going to write that article…

The end

And with that last track, I want to wrap up this article. I found it quite refreshing to be able to talk about several games instead of focusing my whole week on one game to write an article. Anywho, I hope you enjoyed reading this article as much as I enjoyed writing it. Feel free to leave your opinion on the chosen tracks and/or games in the comment section down below. 

With that said, I hope to be able to welcome you in another article. Have a great rest of your day and take care. 

 

Game Quicky: Inspector Parker in BeTrapped! (PC) ~ Minesweeping Mansion Traps

BeTrapped_7042BigFish Games Store page

My parents aren’t that big into games and always thought that games downloaded from the internet contained either malware or crashed their computer. This was a disaster for me, because I really enjoy playing casual games from time to time. Now, a world opened to me when I discovered websites like Zylom, Gamehouse, BigFish and Alawar to name just a few. I mean, an overload of games that you were able to play 1 hour for free and then buy the game for 10 to 20 euro to own it. I discovered a ton of games through those websites, even through some websites that aren’t around anymore. One of these games is BeTrapped and that’s the game I want to talk about today. Is it still as good as I remember or is the game better left forgotten in my childhood? Let’s find out in this game quicky while I invite you to leave a comment in the comment section down below with your opinion on the game and/or the content of this article. 

Cleared Traps

Betrapped1In this game, you play as Inspector Parker on a quest to find out the mystery of who is trying to kill May Vandernot. She is the heir to the recently deceased Lord North Vandernot. Now, it doesn’t take long before you enter the mansion per request of a family solicitor to disarm the rooms and find clues. 

The story is told through a book and the introduction of the game is only one page long. Actually, it’s two pages long but the nice artwork make the story spread over two pages. Overall, the story is quite enjoyable. It’s generic for sure, but it gives a nice atmosphere for the puzzle game we are going to play.

Something I really love is the fact that you can review the story in the “Extra and Options” menu. Since I haven’t played this game in ages and that way I was able to get a quick summary of the story so far without having to replay the game.  

Now, let’s focus on the gameplay. Since that’s the big reason why I wanted to talk about this game. If you have ever played Minesweeper, you will feel right at home in this game. This game is basically minesweeper but with a few twists. 

The first twist is that you have lives. So, that means that if you step on a trap, it’s not game over right away. When you lost all your lives, it’s game over. 

The second twist is that you aren’t able to click around freely. You have to move the inspector through the room as if he is walking through it. So, you can skip over a tile or start from the other side of the board. 

And the final twist is that, you have to disarm all the traps and you are only allowed 5 “misses”. So, that means, if you miss the disarm location of a trap, you loose one of these “misses”. 

But, how do you find out where the traps are? Well, some traps can be found out by just looking at the room and some critical thinking. For example, noticed that piece of armor in the screenshot of this section? Well, there is a trap there. But, the easiest and best way to disarm these traps are by walking around the whole room and looking at the floor tiles. Blue tiles are safe to walk on and other colors mean that there is at least one trap one the adjacent tile. 

You disarm a trap by right clicking on the tile you think the trap is located on. When you are right, the trap is disarmed and when you are wrong, you get a strike. As said earlier, five strikes and you are out. 

During the adventure, you get your lives and misses restocked each level. When you loose all your misses or lives during a level, you have to restart that map. So, thankfully these mistakes or lives you lost don’t carry over. 

There are a few other mechanics like traps that you need to activate and dodge to disarm and the inventory system but the game explain these mechanics quite well. And if you have forgotten or want more information about one of these mechanics, the expansive and detailed help file that’s included in the game is a great way to have a refresher. 

The replay value of this game is through the roof. If you finish the main story, you can always try the puzzle mode. Where you get a randomly generated map with you have to beat it as quickly as possible with the least amount of mistakes. 

Missed traps

UntitledOverall, this game is quite good but it does drop the ball on a few places. The first thing is that this game doesn’t support wide screen. The game is around 16 years old, but by then widescreen existed. 

There is a mechanic in the game that is quite the double edged sword. And that is the quick walk feature. This feature can speed up the gameplay quite a bit, but you are unable to dodge traps that way. While that feature was on, it made my playstyle less careful and that’s just the idea of the game. 

The biggest issue of this game is the repetitiveness. Apart from some minor puzzle and investigation elements, there is barely any variety in this game. If you are interested in playing this game, I highly advice you to play this game in short bursts since otherwise this game can get boring. 

There are apart from that, a few minor things that you can overlook or keep in mind but they can get annoying from time to time. First of all, the controls. Overall, the controls work just fine but I feel that my right clicks don’t always register in the game. This caused some game overs since I right clicked several times on a tile and lost two or three misses in the process. 

Speaking of those misses, when you try to disarm the wrong tile, it doesn’t change color at all. It would have been great if it changed in the color of the tile. It would save some time and possible errors. 

Something I found missing is the fact that you are unable to “plant flags”. Remember that you can plant flags on tiles you think are bombs in minesweeper? Well, you are unable to do that in this game. So, when you think that a certain tile is a trap, you can’t put some sort of flag on it and avoid it. The mechanic works in minesweeper, so why not here? 

Visually, this game looks quite nice but the trap animations… Let’s just say that I can’t say if I like or hate them. Some trap animations make a lot of sense, like a poisoned drink or a gun trap in an old clock… But, giant spikes that rise up from the floor? I’m sorry, but no. That doesn’t fit at all here. Also, I find the knife trap animation quite strange. It almost looks like it’s thrown from somewhere while you would think it comes from the ceiling of the room… 

Anyways I’m glad that I can disable the music since I got bored of it after a while. The music in this game isn’t bad but there is just a huge lack of various songs in the game. And the track is a tad bit too short in my opinion to have it replay over and over again. 

Should you even try?

This game is a rough diamond in my opinion. The game has a lot of potential but it lacks the polish to be really enjoyable. Now, the game can get quite frustrating in the wrong area’s and it made me quite the game once or twice while preparing for this review. 

It didn’t take long before all those frustrating memories from my childhood came back while playing this game. I thought that I would have been able to beat this game more easily now that I’m older but I’m still struggling with this game because of some unpolished mechanics. 

Because parts of the maps are randomly generated, there is no difficulty scaling in the adventure mode which makes the game even more annoying to play. Yet, the game has a certain charm that pulls me in and makes me play it once in a while. 

I can recommend this game to people who enjoy casual and/or puzzle games but I recommend it with a warning, this game could have been so much better and it can be quite frustrating. And then I haven’t mentioned the lack of “investigation notes”. 

Since this is the conclusion of my article and look at this game, I have to conclude that this game isn’t the best. It’s mediocre at it’s best and frustrating at it’s worst. But, I want to mention that I really think that the core idea of the game is amazing and I would love to see another attempt on creating a game with the same mechanics and solving the issues that this game has. I think that would be amazing. But, until then, we have this rough diamond to enjoy. 

With that said, 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. 

Score: 60/100

 

Review: Paper Mario – The Origami King (Switch) ~ Fold And Turn

Official websiteWikipedia entry

2020 is quite a strange year. Back in May, we got a trailer for this game and to everybody’s surprise, the game dropped a few weeks later. The game has been out for around a month now and I have finished the game a few days ago. So, I want to talk about this game. Especially, since some people are quite curious how this game holds up compared to the previous entries in the series. The two previous entries in the series weren’t that well received, so will this game “save the series” or will it divide the fanbase even further like Color Splash? Let’s take a look at the game while I invite you to leave a comment in the comment section down below with your opinion on the game and/or the content of this article. 

Fold The World

So, the story starts a bit similar to Sticker Star. A festival is held in the (paper) Mushroom Kingdom and something goes horribly wrong. In this case, the princess is converted to origami and suddenly, you meet an evil origami character called Olly that wants to fold the whole world to origami.

In your journey to save Princess Peach and save the Mushroom Kingdom from certain destruction, you team up with the sister of the evil origami character called Oliva. She is able to grant you special powers that aid Mario in his quest.

To avoid spoiling the whole game or sections of it, I’m going to try to keep story explanations to a minimum. But, I do want to give my honest opinion of the story. The writing and the dialogues are pretty good, the pacing is excellent as well. I barely felt that any sections were filler or padding. But, the story isn’t thrilling at all.

The structure of the story is somewhat like the Pokémon anime series. Just replace the gym badges with the streamers and you have the structure of the story in this game. Barely any of the characters, apart from the main duo, of course, go from one section to another.

The next point I want to bring up with the story is that it’s a bit too predictable in my eyes. I can’t pinpoint exactly why but I felt that I experienced this whole story somewhere before or that I had seen the arcs. I think that the main issue with this game is that it barely does anything creative story-wise.

Does this game have a bad story? Well, yes and no. Apart from the predictability and the “safeness” of the whole story, the charm of the story is so great. I have a few ideas that could have improved the story. The first thing is the world-building, I felt that wasn’t done enough. For example, you have an area called “Picnic Road”. Why o why are there no picnic benches? I mean, one of the previous areas had a whole barbeque setup…

The second suggestion I have is that there could have been a bit more side stories. A great example is with Luigi. Side-arcs, side quests, or just things to explore on the side. I know that you can free toads, fill in Not-Bottomless Holes but in most cases, those don’t affect the story that much.

It almost feels that the developers just cut out several sections to improve the flow or the pacing but with that, they also cut out too much. Sometimes a bit of padding or filler doesn’t hurt.

Oh, and before I go to the next section, I usually talk about the voice acting and voice work right after the story. And I can finish my opinion quite fast. That’s something where I think they could have done more but on the other hand, the animations are so good during dialogues that the very little voice work is “replaced” if that makes sense.

Turn Your Way To Victory

One of the biggest criticisms of the previous two entries in the Paper Mario series was the battle system. The games before those had an RPG style battle system. Then in Sticker Star and Color Splash, we got more of a sort of puzzle system.

I think it would make this review too long if I start to analyze the flaws of the two previous battle systems. For the sake of going forward, let’s focus on the battle system of this game. There is no real RPG-style battle system in this game. But, something that does return somewhat is the buddies from previous games. Now, before you get too excited, the buddies just provide a chance of an attack after you finished yours. And that’s it.

Before I talk about the puzzle battle system, I do want to mention a huge improvement compared to the previous two titles. At certain moments, you can find a health improvement. Besides having more HP, these improvements have other implications on the mechanics of the game. For example, after a few upgrades, I was able to just jump or hit these Goomba’s with my hammer and I didn’t have to go into battle. The only downside is that you don’t get all your coins like you would have defeated them in the puzzle battle. But, it does save your weapons for each little encounter.

Speaking about weapons, I barely had any problem with those. At the start of the game, I just stocked up on weapons and healing items and I do have to say, I barely had to go to the shops in the game to stock up on items. The game is quite generous with items to use in battle. A bit too generous for my liking.

The game is a bit too easy. Apart from some scripted sequences, I barely saw the ‘game over’ screen. Also, quite rarely, I felt challenged during the battles. Even when I was unable to solve the puzzle in front of me, I was almost always able to beat the enemies with relative ease.

Now, what is this “puzzle battle” I’m talking about? Well, if you look at the screenshot a bit higher, you might notice that Mario is in a battle area with four rings. Your goal is to line up the enemies in a line or in a group of 2 by 2. You can do that by either rotating a ring or move planed vertically.

In order for you to solve the puzzle, you have a limited amount of moves and time. But, here is where some amazing game design shines through. During the adventure, you can buy various items that give you more time, health and defense during battles. You can enable or disable all of these items in the pause menu. On top of that, you can invest your coins in more time or cheering. Now, what is cheering? Well, that means you can invite the Toads you have rescued during the adventure to aid you in healing or solving the puzzle in front of you. The only moment where the Toads don’t solve the puzzle is during the boss battles. But more on that in a minute. So, if you find the game too easy, you can challenge yourself more by disabling all these support items and not cheering or buying more time during battles.

So, do you HAVE to solve the puzzles to be able to attack the enemies? Oh no, you don’t have to. It just gives you an attack bonus that can one-shot most enemies. Otherwise, you have to rely on your partner or block the attacks and try again. Also, just like the previous games, when you time your button press correctly during the attack, you do more damage to your enemies.

I could talk more in-depth about the battle system but I want to avoid that this review gets too long. So, I’m going to link you to an interesting article of a great blogging buddy of mine Adventure Rules, who talks a bit more in-depth on the battle system on his blog. Be warned, there are some spoilers in his article. (And yes, I know that he is going to read this article… And no, the fact that I’m shouting him out here has nothing to do with it… Maybe… Maybe not. 😉 )

Now, let’s talk boss battles. These battles are the highlight of the game for me. The sheer creativity in these battles is just amazing. Each boss throws a unique challenge your way that changes up the battlefield or the way you have to solve the puzzle. It’s really amazing stuff. I’m not going to talk more in-depth about it to avoid spoilers but I found myself saying out loud, several times, “wow, this is creative and unique.”.

Speaking about creativity, I’m still surprised at the huge amount of different puzzles in this game. Rarely I had similar or the same puzzle during the game and if there were, I barely noticed. I always had to think about how to line up those enemies to win.

Stardance

This review is getting quite long and I have only talked about the story and the battle mechanics. There is still so much to talk about in this rather enjoyable game. For starters, let’s talk about the Starman Theme in this game. I’m just blown away by the amazing remix that has heavy metal influences and electronic influences.

And the rest of the soundtrack, my lord. These tracks are just amazing. I think that this game might have my favorite soundtrack of 2020. If the soundtrack ever comes out on CD, you can be sure that I’ll add that to my collection. The soundtrack is even part of my playlist when I’m writing or games like Minecraft. Now, the sound design of this game is equally as well done as the soundtrack.

Overall, this game is visually quite impressive. In very rare cases, I found that some textures weren’t the best or that the scene had a tad bit too much lighting, but I think that most players won’t notice the moments that I noticed as a hobbyist critic.

The theming of the areas are quite well done as well. So yes, the visual presentation of this game is something to enjoy. It really shows the power of the Nintendo Switch in my opinion. The art style is also quite consistent, vibrant, and colorful. Couple that with great animations and you have a great and smooth running game. Speaking of smoothness, the only time I noticed some slowdown was during the loading of some battles.

The UI of this game is extremely well done. The only minor complaint I have is that you can’t change your weapons during a battle, but that isn’t such a big issue because you just need to remember to swap your weapons after a battle.

One thing I loved in this game is the mechanics in place to help players who have trouble with the game. The electronic manual is quite easily accessible and on top of that, there is a training area for when you need to practice your timings to hit enemies and such.

In most of this review, I have been praising this game and pointing out some minor flaws. To end off this review, let me talk about some things that I didn’t really like. The first thing is the overall running speed, I found that a tad bit too slow. After seeing how fast you can go to the Boot Car or on the ship, I found it a shame that there was no run button. That’s the biggest complaint I have about the controls.

The other issue I have with the controls is that it sometimes was a bit too tricky to hit some enemies with the hammer. But I think that the issue is that you are unable to interrupt the animation and most of the time I wished that I was faster with my hammer because I barely missed the enemy.

A nitpick I have about filling the Not-Bottomless Pits, I found that sometimes it was a bit too tricky to get in the right position to fully cover the hole with confetti. Thankfully, this problem occurred maybe two or three times in the whole game.

One of the biggest irritations in this game is how the bells work. You can buy three bells, one for hidden Toads, one for treasure, and one for hidden blocks. They ring when one of those is close, but I can’t tell the radius of those rings. Especially now when I’m trying to find some parts I have missed during my main playthrough.

But my biggest disappointment is the lack of a completion reward and post-game content. There is barely any post-game content to find and the completion reward is just a 5-second extended ending that changes barely anything. Oh, yes. You get a gold star instead of a silver star on your profile.

And with that said, I have said almost everything I wanted to say about this game. I did leave certain things out of this review because I wanted you to have some surprises when you play this game. So yeah, it’s time for the conclusion.

Wrapping up

The bad:

-The bells can be a bit irritating.

-There is no post-game/completion reward.

-The walking speed can be a bit slow.

-Overall, the game is too easy. You have to create the challenge yourself.

The good:

+ Charming story (even when there was more that could have been done with it)

+ Amazing soundtrack.

+ Creative puzzles and battle mechanics.

+ …

Final thoughts:

It’s quite possible that you will see this game on my top 10 games of 2020 list. This game came out of nowhere and really blew me away. I was expecting an “okay” or a fine game but I was blown away. I can understand that Paper Mario veterans expected more out of this game, but I don’t think we are going to get an RPG Paper Mario in the near future.

I think that this game took major steps in the right direction of an enjoyable adventure game. I enjoyed my time with this game and I can recommend this game to everybody who enjoys adventure and/or puzzle games.

The biggest flaw of the game is that there is just a major lack of depth. There is so much more that could have been done and the game is over after 20-25 hours of gameplay. But, these 20-25 hours are quite enjoyable.

But this game gives me high hopes for the next Paper Mario game. Since if this is the direction that they are taking with the series, I’m carefully optimistic about the series again. While there is a very vocal veteran fanbase that wants the old school style of Paper Mario back, I think that is better suited for the Mario & Luigi series. I think that Paper Mario is better suited for games like this. But, that might be just me, I still have to beat the original Paper Mario trilogy.

But, I’m trying to see this game apart from the whole series that it originated from. And when I look at this game as a standalone game, I’m quite impressed with the game. Compared to the two previous games, this game makes a ton of improvements that make the game more enjoyable and entertaining to play.

Any with that said, 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 article but until then, have a great rest of your day and take care.

Score: 85/100

Preview: Saint Kotar: The Yellow Mask (PC – Steam) ~ It’s A Holy Sin.

capsule_616x353Developers’ siteFull game websiteKickstarterSteam page for the prologue

Ah, point-and-click adventure games. One of the best game genres that there is in my opinion. I do love myself a good point-and-click game. Now, you could start a debate if games like Ace Attorney, Corpse Party, Zero Escape series are also point-and-click games. I know that they are visual novels but I find that there is a lot of overlap between both genres. But that might be an interesting topic for a gamer’s thoughts article. Now, today I want to talk about a game that Red Martyr Entertainment is developing called Saint Kotar. They have launched a Kickstarter to raise more money to develop this game even further, you can find the link to the Kickstarter at the start of this article and it’s ending this Friday, July 24th, 2020. So, if this game seems interesting to you, feel free to take a look at that page. But, how would you know if this game is interesting? Well, by playing the free prologue on Steam of course. In this article, you will find my 100% honest opinion on this prologue, as per request of the developer. So, let’s dive right into it. And per usual, feel free to leave a comment with your opinion on the game and/or the article in the comment section down below. 

Reviewed version: v1.3.

It’s A Holy Sin

fisherman_wallpaper.jpgWhen you start a new game in this prologue, you get introduced to the main character of this game. Just by the opening quote, you know which themes this game will tackle. The game is advertised as a dark psychological horror adventure game talking about religion. The story starts in what looks like a hellscape or limbo. The main character feels that he is being punished for something is he is unable to remember.

I don’t want to give a more in depth explanation of the story in this game since the demo is 2 hours long and otherwise I might easily get into spoiler territory. But, if you are interested in games about the exploration of trauma and sins, I think that this game won’t dissapoint you.

The whole prologue is completely voice acted in English and only English. Now, the game got translated to German, Russian, Polish, Turkish, Brazilian, Czech, Spanish, and Chinese. Anything but the voice acting is translated and localized. Since I understand a small bit of German, I replayed the first section with German subtitles and I have to say that I’m quite impressed with the quality of it.

Before I continue to talk about writing, I want to talk about the voice acting. The voice acting is quite well done but it’s on the edge of overacting in my opinion. I can’t really put my finger on it but I felt that some lines weren’t natural enough. But, the fact that I have played in several theatre productions might have something to do with it, since I can get quite nitpicky in details when it comes to delivering lines.

The writing in this game is quite impressive. It strikes that fine balance of creepy and being realistic. Now, something that destroys the immersion a bit for me is the animations, but I’ll talk more about that in a later part of the article. To avoid spoilers, I don’t think it’s a good idea to talk more about the writing. But before we go on to the next section, I do want to talk about this. The pacing is sometimes a bit off. Sometimes there is some downtime where the game looks like it’s soft locked and doing nothing. Most likely, it’s loading the next voice line in the background, but it feels a bit off.

Where is my Bible?

20200719134642_1The artwork in this game is amazing. The enviroments this game takes place in are amazingly detailed and feel realistic. The only complaint I have about the visuals is that it’s clear that somethings stick out a bit. The best example I can give are the charater models. Now, they aren’t bad but 3D characters on heavily detailed 2D image? It somehow doesn’t fit in my mind.

One advise I can give you is to set the brightness to max. There are some sections of the game I thought the game froze but it was playing an animation. That reminds me, I found it quite strange that when the screen went black to load the next scene in, there was no animation on the screen. It was just black with the sound and music where playing in the background. Anyhow, when I set the brightness to the maximum, I was able to see more of the game and some parts didn’t felt too hidden anymore.

When talking about the visuals, we also have to talk about the animations. Now, remember that I said earlier that it broke the immersion for me? Well, let me explain why. In the prologue, the animations feel unfinished and they are inconsistent. Let me give an example of them being inconsistent. In this prologue, you play as different characters. During the game, you meet Nikolay. Nikolay’s mouth moves when he speaks yet for some strange reason, the mouth of the main character doesn’t move while he is speaking. Maybe I’m overanalysing this since it’s quite possible that most of it are inner thoughts, then again, the mouth doesn’t move during dialogue…

What do I mean by unfinished animations? Well, it feels like there is so much more that can be done by adding more animations to the characters while interacting with things. The characters feel a bit to static, locked in their idle frames of animation. Now, I’m not saying that the animations are horrible or bad. Far from it. But, when I’m saying is that they aren’t there quite yet. Just let the character move a bit more and the game will feel a lot better.

It’s getting there

cottage_exterior_wallpaperThere is some minor pixel hunting in this game. This could have been avoided when sometimes hotspots just sprakled or something in that nature. Maybe this could be a difficulty option like a lot of hidden object games do. This could help people when they feel stuck. And then I looked at the “Help” section of the pause menu. This feature is in the game, but it gets never explained. Just press the space bar.

Also, I found it quite strange that when you started the credits from the main menu, you get a message as if you had beaten the game. This is quite strange, since I just wanted to check out how big the team as research for this article.

Overall, this game is really getting there. There are a lot of detailing and polishing work to be done. Thankfully, the developers are quite responisive and open for feedback so I think the full game will be a lot better compared to the prologue. But don’t misunderstand me here, I’m not saying that the prologue isn’t good. I had an amazing time while playing this game.

I’m very impressed by the quality of this game and I’m crossing my fingers for the Kickstarter to reach it’s goal. Since I honestly believe in this team and from what I can see in this prologue, I think this game is going to become quite interesting. So, that’s why I might come over quite harsh in this article in certain sections. I just want to see the game get even better then it currently is. Sometimes, it are just some small details that need to be changed.

For example, the color of the buttons in the main menu are too similar to the colors in the background. The “Options” and “Exit Game” buttons almost blend in with the background for me. Speaking about the UI, it’s extremely well done but it would be bettter if some sound effects would play and if the “ESC” key also exited you out of menu’s.

Speaking about sound effects, they are pretty good. They set the tone and atmosphere quite well. Including the soundtrack of this game, it sells the whole atmosphere without a lot of issues.

In conclusion, this game is pretty decent. I’m seriously impressed with the quality of the game so far. If this is the baseline level of quality that the team can deliver, I’m very excited to see the full game in the future. The game is scheduled to be released in the summer of next year when you look at the deliverly time on the Kickstarter page.

Thank you Red Martyr for this oppertunity and introducing me to this project. I’m going to follow it for sure and whenever the full game is released, you may be sure that I’m going to write an article about it. So yeah, if you are into point-and-click games, horror games and/or adventure games…. I can recommend this game.

And with that said, I have said everything I wanted to say about this game for now. I want to thank you so much for reading 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, have a great rest of your day and take care.

Game Quicky: Bridge Strike (Switch) ~ Shall We Strike?

H2x1_NSwitchDS_BridgeStrike_image1600wNintendo.com micrositeDrageus Games portfolioOfficial website

A few weeks ago, my developer friends Drageus Games sent me a press kit about Bridge Strike. As usual, they provided a press code to me so I can review this game in my usual 100% honest opinion. Now, Drageus Games didn’t develop this game but a small team called Project R3D from Poland. Now, retro gamers who enjoy playing games on the Commodore Amiga might know this title. Yes, it’s from the same developers. Now, in this article I’m going to take a look at the Switch version. I just want to also say that this game is also released on mobile platforms. With all that said, I think it’s high time to take a look at this game in my usual game quicky format. Did this indie studio create an hidden gem or a game best skipped? Let’s find out while I invite you to leave a comment in the comment section down below with your opinion on the game and/or the content of this article.

We can strike!

NSwitchDS_BridgeStrike_04

In this game you play as an unnamed soldier who is piloting “The Eagle”. But more about the story in a later section of this article.

Since the game is also a mobile game, the gameplay is quite simple. With the right joystick, you move your aircraft around and you shoot with the A button. Simple controls and easy to understand. They are also extremely responsive. Most of this game was played with my Switch Pro Controller and it felt quite good to control.

If you just look at the screenshots of this game, it does look amazing. The visual presentation is something that I have to admire. It’s extremely well done and I dare even say that it’s quite impressive for being an indie game. Including the audio design, the sound effects have impact and the music is quite enjoyable to listen to as well.

Something I want to mention for sure that they I really liked the dynamic weather system. It was a nice surprise to see this amount of effort to the visuals.

We are out of ammo!

Now, I do want to mention something about the story. I can understand that this story for a game like this doesn’t need to be very involved or have very deep lore. For a simple top down indie shooter game, a generic plot can work. But, I do have some problems with the story this time around.

It’s a bit too generic. There is barely any to no world building in the story. Also, there is no explanation to why you should shoot down the bridges. Do you need to cut off your country’s supply lines?

But, you want to know something funny? The story does get explained and it gets more lore and world building. Believe it or not, it’s in the help section. Yes, the help section. Where you expect something like a tutorial or the button lay-out. Maybe this is a strange translation decision but it battles me.

In addition to that, when you read the story in the help section you get the impression that there is much more to the game then there actually is. That you have to fight a lot of enemies or stay hidden. Now, if the simple tutorial is anything to go by, I’m afraid that’s just nothing more than a bit of text. Besides moving your ships and shooting, there is nothing else in terms of mechanics.

And guess what, this means that the game falls into a pitfall of being repetitive quite easily. There are only three things you have to do in this game. One is shoot bridges, two is to slow down at fuel stations and three is dodge or shoot obstacles. That’s it. If you are interested in this game, I do advise you to play this game is short bursts, since this game can get a bit boring after a few levels.

Something that would have helped is that there was a bit more for the player to avoid or play around with. For example, that there were power-ups or enemies that shot back. But after playing the raid mode and some of the campaign levels, I haven’t seen anything like that. And if only there was an autofire, that would be amazing sometimes.

EcLkwT-UMAAIy7mThe game does have a polished feel, but I think that QA looked over somethings. I mean, just look at this screenshot. According to the stats, I fired 13 shots and I got 14 hits. How does that even work when your shot doesn’t go through enemies? Also, 107% accuracy and only 2 out of three stars? Excuse me? Why didn’t I get the full three stars? Especially since the next level, I fired 36 shots, I got 35 hits and I got three starts with an accuracy of 97%.

That level was finally something else than shooting bridges, but it was destroy ships in the water. At first, I thought that they were there for decoration, world building. But these ships that posed no threat were enemies. Look, you do need to give the player a reason to destroy these ships besides giving them one coin as a reward. Since players get way more coins for destroying bridges, which is the name sake of the game.

Something I’m quite strict on is the UI design. It lacks some quality of life improvements. Things like, not going to the main menu when you exit a level but to the level select. Or, the tutorial being one of the first options when you pick “play the game”. Or having some sort of buzz sound when you can’t buy a new plane in the hanger.

If you are still interested in this game, I do not bother with the raid mode. I’m sorry but I got bored after a few minutes of playing this mode. It’s just an endless mission where you have to destroy bridges and the only thing that can kill you is either forgetting to fuel to flying into a wall or an obstacle.

And that brings me to the difficulty. This game is extremely easy and that’s the biggest flaw of this game. There is barely any challenge in this game. Especially since there is barely anything that can kill the player. You do only get three lives in the raid mode, but that’s it. If you make three mistakes, you can just restart. Actually, raid mode is an easy way to farm coins. But, that’s besides the point.

Also, why is there no way to either reset the statistics menu or separate that between stats from the mission mode and the raid mode?

Now, I can keep talking and talking but I think I can put my final thoughts in a nice conclusion, so I think it’s high time for that.

So, shall we strike?

I don’t like giving games a bad or luke warm review. I always try to find something unique and enjoyable in all the games I play. While this game has a lot going for it in terms of stunning visuals, great audio design and an interesting basic gameplay loop… It lacks depth and a lot of it.

Usually, I play a game for at least three to four hours before I even consider writing a first impression or game quicky about it. But, after an half hour to an hour of playing this game, I felt that I had seen everything that this game has to offer. Which is a shame, since looking at the mission screen, it looks like there are a lot of missions and a lot of effort and love that went into this game.

But, it all goes to waste because the basic gameplay loop isn’t engaging enough to keep people’s attention for too long. It can be enjoyable for a short bust or when you need to play a game that’s more laid back but I’m sorry, I have a hard time to recommend this game in it’s current state.

I know how hard and difficult developing a game is. I’m developing software to ease up the workload of the admin office in my school and that eats up a ton of my time. But, I rather keep developing my software until it works and covers everything. To be honest, I felt that I was playing a prototype or a vertical slice of the final product. (This is a game development term which means that you have something playable to give a publisher an idea to where you want to take the game.)

When I look around to what other bloggers are saying, I see that this game is getting a 6 or 7/10. And I’m sorry but I have to respectfully disagree with these scores. Now, if I have to give a score on anything but the gameplay, yes, this game would get a 7/10 or even higher from me. But, the unused potential of gameplay and the focus on retro gaming… I’m sorry but I can’t give a such a high score to that.

Now, if the developers are still working on this game and maybe there is more variety and more challenge in the game, I think that this game might become a lot better. But for now, it’s a game that falls flat on it’s face for me. If I’m overlooking something, feel free to let me know in the comments. But for now, I think that the current version I have played is getting nothing more than a 50/100 from me. But, do know that this low score is because the serious lack of difficulty and variety in this game. Everything else is quite well done.

With that said, I have said everything I wanted to say about this game. I want to 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, have a great rest of your day and take care!

First Impression: GameR-Mate Stik (Hardware) ~ Take Your Ubuntu Everywhere.

FlashBayArtwork-GameR-Mate-Stik-Full

Official website

Today I want to talk about something that has been in the works for quite a while. Last year, the folks over at BlackRangerSoftware sent me an mail promoting their newest product called the GameR-Mate Stik v1.0.0. I was going to write an article about it back then, but the devs created an updated version right after I sent them my feedback. On top of that, the COVID-19 outbreak and shipping something from the USA to Europe delayed this article until now. Now, with that said, I think it’s high time to talk about this product. Know that the developer asked for my 100% honest opinion and that’s what you are going to read in this article. Now, let’s take a look at the first physical product I’m going to review on my blog. Feel free to leave a comment with your opinions on the product and/or the content of this article in the comment section down below.

What is GameR-Mate?

So, image this. An USB stick that you can plug into any computer that can run USB3.0 sticks and with that, you can play your games without affecting the computer itself. That’s GameR-Mate. The technical term for it is a Live-USB.

The latest version I received is running a modified version of Ubuntu 16.08. Now, what is Ubuntu? Let me tell you. So, to be able to run your computer, you need an operating system. An operating system is a sort of “translator”. It translates instructions from software to actual machine code. For example, when you make a new folder, the operating system gets that information from Windows or OSX and tells the hard drive: “Hey, make me a new folder on that location”. An operating system is much more than that, but for keeping this article simple, let’s not dive too much deeper into the inner working of computers.  

Now, the two biggest operating systems on the market are: Windows from Microsoft and OSX from Apple. Of course, you have Android from Google and iOS from Apple for smartphones. Let’s not forget ChromeOS for Chromebooks. And there is a special one as well. It’s called Linux.

Linux comes in a ton of flavors called “Distro’s”. Most of these distro’s are free to use and give you even more control of your computer than Windows and OSX. In the tech community, there are a lot of people who prefer using Linux to Windows or OSX. They enjoy the greater privacy control, ability to control every little thing about the system or just don’t want to pay for an operating system. There are many more reasons why people choose for Linux.

The userbase for Linux is rather small. According to NetMarketShare.com, the most used operating systems on the market are Windows (88,14%), Mac OSX (9,38%) and then Linux with (1,89%). Now, that’s mostly in the desktop and laptop space. Now, something quite “funny” happens when we look at the server side of things. Just take a look at datanyze.com with the comparisons between the usage of Windows Server and Ubuntu… Now, this is only just one website, but let me tell you from personal experience as an IT staff guy in a big school here in Belgium, we server techies prefer Linux distro’s for our servers in most cases over Windows server because it gives us more control over the system and is generally more lightweight so it uses less resources.

So, why am I putting so much effort into explaining Linux for this article? Especially in the section where I should be explaining what GameR-Mate actually is? Well, because Linux gives you the freedom to create very specific products without a lot of modifications. Just take a look at this list and you might be surprised on how much things run on Linux.

GameR-Mate is a special USB stick. So, you can boot to it and play your games and take it with you. The biggest limitation is that you need a “host” computer to be able to run it. So, if you don’t have a computer, you won’t be able to access your games. But that’s a limitation of each USB stick is it not?

What’s included?

Now, you can buy a GameR-Mate USB-stick right from Gamer-Mate.net. At the time of writing, the stick costs 70$ (discounted to 50$) which is give or take, 65 euro (45€ if it’s discounted). In order for you to be able to run your games, you need to have a computer that supports at least USB3.0. I have tested mine on older devices that don’t have an USB3.0 port and let me tell you, it wasn’t a fun time.

But, how do you know if your computer has USB3.0 ports? Well, in most cases these USB ports are blue. You can also double check that via the instructions in this article. So, after you placed your order, you get your GameR-Mate stick.

My stick arrived in a protective envelope that had the stick in a plastic bag stapled to a quick start guide. This quick start guide helps you to boot your computer to an USB stick instead of the actual operating system of your computer. Besides that, you get an user guide with explanation and some great information to get started using the stick. You also get a thank you letter from the CEO for buying the product. And finally you get a welcome letter as well.

I did get something additional, but that’s because I got a beta version of the product so I get some forms to fill in to give feedback on the product to create a better product. Personally, I think that they should include this with every purchase, even when the beta phase is over, you never know when it can come in handy.

The USB stick itself is made out of metal and plastic. It feels quite sturdy but you can remove the metal a bit too easily from the housing. Also, if you ever created USB sticks with your own print on them, you will recognize them right away. Maybe it’s a thing here in Belgium, but I got the same design of USB from various other places at events. I have the same model in yellow, green, blue and red. But, that’s nitpicking.

Something I missed with the USB-stick is a better way to store it. Now, I added an additional metal ring so I can attach it to a lanyard. I find that a bit more secure since during the research and testing I was doing for this article, my cat Troy knocked the USB stick underneath my desk while he was sleeping on my desk. Thanks to the lanyard, I was able to get it back from underneath my desk more easily. Now, adding a lanyard to the shipment might be too big of a cost, but adding a small metal ring to add it to your own lanyard would be lovely.

The experience

Depending on the hardware you run the stick on, the better performance you are going to get. Keep in mind that you need at least a port that can run USB3 sticks. In order to test this stick out, I tested this stick on my main machine. My main computer is running an i7-4820K, 16GB of DDR3 RAM at 666MHz and an MSI GTX 1050Ti. My motherboard is an ASROCK X79 Extreme 6. While this isn’t the strongest of systems out there, my computer is strong enough to run all the games I want to play at 30-60FPS at medium to high settings.

When you boot the stick, you can select various different modes. From what I can understand is that you can choose between loading it from the USB or load the system into RAM. There is also a recovery mode included. I had to use that once since an update failed to install and that corrupted my whole OS.

In the user guide, you get the advice to make frequent backups. If I had made a backup, I would have saved my first testing version from death. But yeah, I’m to blame since I thought I would be able to fix it since I used Linux various times during my studies and at work. But when you can even boot the OS, let alone go in recovery mode… Well, then you are quite screwed.

In a future article, I’ll take a look at the games that are included in this package. The list of pre-installed software is quite expansive. You can find the list at BlackRangerSoftware’s blog. Important footnote with this list, since this list is created during the development of the stick, it might be that some games aren’t included on the stick and/or on the list. But, I’m quite certain that the amount of games won’t change. Games that I could recommend are:

0AD, which is an open source RTS game like Age Of Empires

Alex 4, a lovely retro platformer in the style of an old Gameboy game.

B.A.L.L.Z, a platformer game where you are a ball and you need to use the bounce mechanics to your advantage.

Frogatto, this adventure platformer reminds me a lot of games like Shantae.

Sadly enough, there are some repeats. A lot of repeats actually. There are various Tetris-style, Pac-Man-style, Breakout-style… games. This gave me mixed feelings. At once hand, I love the choice I’m getting between all these various games. But at the other hand, I got the feeling that all of those games were just added to have a higher number of games to try and sell more sticks.

Is this GameR-Mate fun to use? If I have to answer that question, I’m going to have to add a disclaimer. There is going to be a learning curve if you have never worked with Linux. If you are used to Windows 10, there are a lot of things you will miss that you took for granted on your Windows machine. For example: seeing the password you are typing in, loading animations while settings are changing, double clicking a window to make it full screen, a place where all settings are combined into one place, a notification center…. It’s just not there in the Linux distro on the USB-stick. Now, do keep in mind that this can be updated and added in a future version of the stick.

But, you still have to learn a completely new operating system. While Linux has a lot of tutorials, due to the huge amount of different distro’s and differences between them, it can be quite overwhelming. So, give yourself some time and keep in mind that the system might work quite different compared to your Windows machine. Now, I do think that Apple users will have a better time adjusting to Linux since in a way, the user interface of Apple systems and Linux systems have various things in common. (Sidenote: while they have things in common, Apple OSX isn’t Linux and Linux isn’t OSX. But the flow in the OS can be similar.)

When you give this USB stick a chance, I think it might have the same effect on you then it has on me. I love to play around with unique ways to play games. I don’t mind honestly if the game is a retro or a current game. As long as I’m having fun while playing my games, it’s all that matters to me. So, I personally recommend this stick to people who love playing a ton of different games and/or people who travel a lot and aren’t able to take their main gaming rig with them. I think that the asking price is well worth it for the amount of value you are getting. Plus, you can always install more games from the various store fronts.

With that, I think I’m going to wrap up this first article on the GameR-Mate Stik. I want to thank BlackRangerSoftware for being so patient with me and also for giving me the opportunity to test out this product. 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 article and I wish you a great rest of your day and take care!

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First Impression: Silicon Dreams (PC – Itch.io) ~ Humans, how do they work?

headerI promised that this article was coming. Back when I published the press kit of this game, I said that I was going to write an article talking about my opinion on the game. This game is being developed by two people who created a very interesting game already in the past called Spinnortality. Now, what is this game about? If robots sleep, do they dream of electric sheep. … I’m sorry, I just wanted to use that phrase at least once in my article about robots and AI. In a way, you are the AI of a robot that is interviewing humans. But, is it any good? Well, let’s find out by taking a look at the pre-release demo that you can find on Itch.io. As usual, feel free to leave a comment in the comment section down below with your opinion on the content of this article and/or the game.

Humans, how do they work?

zPkd5MWhen you start up this game, you get greeted with an invitation to subscribe to the newsletter of Clockwork Bird, the developers of this game. Honestly, I think it’s worth it since their game concepts are quite interesting. Spinnortality was a game about building a company that could conquer the world while trying to get yourself immortal. And with this second game, I feel that there is a lot of depth to the game.

In addition to that, I like the attention to detail that this prototype demo has. I mean, it has a nice menu screen and it even has an icon instead of the default icon that some prototype games have that are made in Unity or Unreal Engine.

The menu screen is very interesting, instead of your typical list of options you get in almost every game, you get a radar type of deal where you can click on the menu options to get started. The only nitpick I have is that in this prototype, the animation of selecting a menu item plays after you selected it. So, the animation can point to an empty thing in the next menu. I think it would have been cooler if the animation played while selecting an item in the menu.

After you picked the robot you wanted to start with, you get the basic premise of this game. You are D-0527, and your goal is to try and find out what’s wrong with other Androids that are created by Kronos Robotics.

In order for you to play this game, you only need your mouse. You can interact with three things in this demo. That is, the tablet, the TV screen and the printer. The TV screen starts the actual interrogation of the broken Android. The printer is a log of the things that were already being said and the tablet is the way you select and ask your questions. The yellow text is clickable and brings you to the questions.

Now, how does one find the errors and glitches in the Androids? Well, during the interrogation, you notice that in the middle of the screen, you have a whole range of emotions. Some questions can provoke the Android and have a certain emotional response. It’s up to you to find and ask the right questions to get to the right conclusion. So, you would make a mistake if you clicked through everything since you will have to answer certain questions correctly or you might not be allowed to continue further.

This game gets even more tricky. You can’t see the log of the interrogation during a dialogue. So, yes. For this game, I even got out a pen and paper to take some minor notes. While the log is useful, it becomes one wall of text rather quickly and without a search feature, this can get quite tricky to keep track of all the information. And I’m glad that there isn’t a search feature, since this makes the game that more challenging and rewarding for when you pay attention.

The end goal of each interrogation is to fill in a report. The report asks some questions that Kronos Robotics has about the Android. Now, it’s your job to ask the right personal and general questions to get the information you need. But do keep in mind that you only ask each question once apart from some exceptions. So, be very careful on the questions you ask.

So, that’s the gameplay in this game. And I have to admit, that I have fallen in love with this game. Frequent readers of my blog know that I enjoy games like Ace Attorney and Zero Escape. Two game franchises that just play with your expectations and emotions. And this game has the potential to do the exact same thing, and I simply can’t wait to sink my teeth into the full version.

Let’s give some feedback

LrAvIqWhile I know that this game is still under development and that I most likely played a very early version of the game, I do have some things I would advise to the developers for the full version of the game. Do keep in mind that if you are reading this article in the future when a newer version or even the full version has been released, that some or all of these things might be invalid points of feedback.

First of all, I wouldn’t change anything about the audiovisual design. The atmosphere of the interrogation room is excellent and the animations that are in the game like raising the tablet and report are great.

The music is tense and reminds me a lot of games like Ace Attorney, Zero Escape and Corpse Party. It made me feel tense and I liked it. Since it added a ton to the atmosphere. Now, I do think that this game lacks some sound effects. I think that the game would come a bit more alive when with certain emotional reactions, some sound effect would play. For example, an angry response can have a growl or because they are Androids, a chainsaw starting up. Doesn’t that sound like an angry Android?

But, when I can nitpick about things, I have a few recommendations.

First of all, I find it quite strange that the text on the tablet is being typed out and the words of the Android are all right there in one fell swoop. I think it would have been better if the message of the Android is typed out as well.

Secondly, I think it would be great if in the dialogue box, there is some sort of icon that shows you that the message is done and there is a follow up message after it. Of course, that icon would be different if you reached the last part of that dialogue.

And finally, I would like to mention that the flashing when you hover over the yellow text is a bit too fast to my liking. But, know that I only noticed it when I rest my mouse over it for a longer period of time.

Of course this will be added in the full version of the game, but I just want to warn players who are planning to play the prototype demo that there is no way to save and load the game. Thankfully, the prototype demo is rather short and can be finished in give or take an hour or two.

And honestly, that’s all the major feedback I can give about the game so far. Now, if this game sound interesting to you, I think it would be a great idea to go over to the Itch.io page and try out the free prototype demo that’s available right on there.

With that, I have said everything about this game I wanted to say for now. Of course, when the full version gets released, I’ll write a follow-up review, but until then, 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.

Game Quicky: Archaica- The Path Of Light (Switch) ~ Pointing Lazers

Archaica

Steam store pageNintendo.com pageOfficial websiteDrageus Games page

It’s no big secret that I love to play various types of games. From shooters to more relaxing games like Forager. Now, I enjoy playing casual games like the ones on Bigfishgames.com. So, when Drageus Games sent me a press release about Archaica and I saw it was based on one of the classic light and mirror puzzles you have to do in those games, it grabbed my attention right away. So, I took the press code I got and I started working on this first impression/review article of the game that will have 100% my own opinion. So, without further ado, let’s see how well Two Mammoths game got ported to the Nintendo Switch. And as usual, feel free to leave a comment in the comment section down below with your thoughts and/or opinions on the game and/or the content of this article. 

The good

Archiaca

The story in this game is pretty relaxed. The story is about you discovering the acient secrets of an old and long forgotten civilization. Yet, since this is a puzzle game and in most of the puzzle games the story can be a bit… mediocre, the developers focused more on the atmosphere and tying the puzzles into the lore.

This is something they did quite well. The story is being told through various hidden collectables and it’s a joy to play through a puzzle game that way. The only “ehrm” thing about it, is that it’s a bit ruined by the fact that there is no real “log” of the things you discover. So, if you want to read previous entries, you are out of luck.

Now, the gameplay is quite easy to understand. You have to place mirrors on the right location on the grid and get them in the right oriantion for them to bounce the light right into the crystals. The really responsive controls make this game easy to pick up and play.

While this game can be fun in short and longer play sessions, the thing that kept me going was the atmosphere. The lore building storytelling combined with the amazing visual presenation and animation, it’s really good for a first indie game project. Together with the mysterious Aztec-themed music, the sound design is pretty well done as well.

The difficulty of the game can be a bit frustrating, since it’s the answer is always a bit tricky, but the satisfaction of finally figuring out that level you were stuck on is such a great feeling.

The game autosaves your progress. It’s a joy, since it also saves the collectables you have found in uncompleted levels.

The bad

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So, I don’t know who is to blame here but on the official Drageus website, they claim that this game has an unique hint system and that it has dynamic boards.

I’m sorry but this is a bit of false advertising. Let me begin first about the “dynamic boards”. Since it’s a term that I didn’t find anywhere else, it’s a bit up for whatever we make of it. And that can cause some expectations that aren’t realistic like randomly generated puzzles.

But the publishers aren’t navite English speakers so I can forgive that to an extend. Something I can’t forgive and found quite dissapointing is the actual lack of a hint system. I’m sorry, but I was unable to find this “unique hint system”. Now, if they meant with “unique hint system” the fact that you get more explanation about a certain type of mirror when you find the three glowing pedestals hidden in the level, then I don’t call that a hint system but a tutorial.

Sadly enough, there are some other things I can’t let off the hook either. The menu UI, especially the method to return to a previous menu is a bit cluncky. You have to hold B to go to a previous menu. But, the annoying thing is that there is no indication of the game registering your input.

Also, the options menu is a bit unpolished. You don’t go to the top option when you scrolled down to the bottom, and the game doesn’t tell you that the options autosave when you exit. So imagne my surprise when my game was suddenly in a different language because I was looking at the different options for this review.

The option to replay the intro is just filler. I’m sorry but the intro is just a few seconds long and has just one textbox with a bit of the story.

So yeah, with that said, I think I have said everything I wanted to say about this game. Apart from my conclusion here. What is my actual conclusion? Let’s find out.

The conclusion

This game is a strange beast. While the game is really enjoyable to play and I had a lot of fun with it… There are some things that just ruin the experience to a degree. From the lack of a promised hint system to unpolished UI.

I’m under the impression that this game tried to be something it isn’t. It could have been so much more when the story was more fleshed out and you had some sort of log you could read previous entries. Or when you had a hint system and a reason to actually collect those shine glowing orbs.

I really wanted to like this game since the audiovisual design and the gameplay are excellent. Especially the audiovisual design is exceptionally well done for an indie title. But alas, it isn’t meant to be.

I can recommend this game to casual and hardcore fans of the puzzle genre. If the premise of lazor and mirror puzzles interests you, I think that this game might be worth your time but don’t expect the next Talos Principle from this game.

I might sound a bit harsh in my conclusion and I do have a reason for that. I find it such a shame that such a beautiful game is pulled down by such simple mistakes. This is something the developers can fix through patches and content updates. So, please. Just polish up the game a bit more and it can be a real gem. But for now, I think I’ll just enjoy my unpolished rough diamond.

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

Score: 60/100

First Impressions: The Hive (Steam) ~ War With And Of Bugs

thehiveSteam Store page

One of my favorite game genres is RTS games. The satisfaction that you get from building up your empire, setting up an economy, and preparing yourself to defeat the enemy. It can be such a rewarding feeling. Games like Age of Empires II, Rise of Nations, or Rise & Fall – Civilizations At War are just three of the amazing games I have played to death when I was a kid. Now, when I got a mail from the fine folks over at Skydome Entertainment with a press code for The Hive and full freedom with my article, I was extremely excited. This game has been under development for several years now. The first development blog posts on the Steam Store page date all the way back to December 2014 and the latest patch has been released on March 9th, 2020, which is version 1.203. This is the version I’ll talk about in this article, so if this game got an update, it’s possible that some things in this article or no longer relevant. So, without further ado, I think it’s high time that we take a look at this game and it’s worth your time or if you should skip this game. And as usual, feel free to leave a comment with your opinion on the game and/or the content of this article down below.

War With Bugs

TheHive2Something happened to the world. The story of this game starts off in 2175, where our planet Earth got attacked and destroyed. Humanity was able to build a ship and leave Earth before it was completely destroyed and went off a journey to look for a new planet to life. After a human lifetime of searching, a new planet in a new solar system was found. The humans were taken out of their cryogenic sleep to start-up life anew in the harsh climate. But, something is alive underneath the crust of that planet. Something awakens in the City Of Ancients that might prove a big issue for the humans and the catch is, it’s you that takes control of the new species and try and help to find it’s old glory.

You play as The Hive and you are the leader of bugs living in The City Of Ancients. The story gets more interesting in the further chapters but I’m not going to spoil it. To be honest, I got some Overlord vibes from the story. Maybe because both games are about minions you control and have their own unique abilities. The atmosphere is similar to a certain degree. The plot of this game is quite enjoyable and it didn’t disappoint at all.

One thing I should mention is that this game has no skirmish mode as far as I know. So, that means if you finish the 12-ish hour-long campaign, you basically have beaten the game. You could try to beat it on a higher difficulty to challenge yourself but outside that, the game has no real replay value after defeating the campaign.

Now, this game also has voice acting. The voice acting in this game is quite impressive. The production value is impressive for being an indie title. It feels that the voice actors put their heart and soul into the characters and gave them a nice personality. I especially liked the effects they put on the voice for the Insect Advisor.

While this game takes place in a magical universe, there isn’t a lot of technobabble. For those who don’t know that term, it means that everything has its own name and there are a million exposition dumps. If you have played an RTS game in the past, you will know right what to do and the war of the bugs can begin.

War of Bugs

TheHive1So, the gameplay loop in this game is that you have to explore the caves underneath the planet to find a way up. You learn a lot about the War and the fight against the other species that took place. While most levels use the usual RTS gameplay loop of build city, build the economy, build an army, find enemy, attack the enemy army, destroy enemy base; a few puzzles and unique twists are thrown into the mix.

In terms of gameplay and mechanics, I have a mixed feeling. There are things that I enjoyed quite a lot and there are things that baffled me. Let’s do a round of good thing – bad thing to sum a few things up.

So, while building your empire, you can not only rotate around the camera but the buildings as well. Man, I love features like these. It makes it less awkward when I placed a barracks in a corner and my units spawn out of a wall from the building. Alas, the building of buildings has one thing that I found frustrating. I have gotten so used to the fact that you can cue up buildings to build, but that doesn’t work in this game.

The gathering of resources works in a unique way. Food doesn’t rot away and workers don’t have to walk back and forth to the hive. A special cart rides out from the nearest gathering point to collect the resources. So, your workers put all the gather resources on a pile and these carts come and pick it up. The resources don’t even rot away and you don’t have to do anything for it to collect it. The only “downside” is that you can only use one worker per resource gathering point. Now, what’s the bad thing here?

Well, there is a soft-lock potential. The resources aren’t infinite. Now, imagine this scenario in the Age of Empires II. There is no more wood on the map but you need wood for your archers. What can you do? Well, you can build up a ton of farms and trade that food over for gold to buy wood at the market. This avoids the issue that if everything of one resource is gathered, it’s impossible to get. Now, in The Hive, there is no such thing as a market or a farm. Meaning that every decision counts. Thankfully, you really have to make bad decision after bad decision in order for you to soft-lock yourself but the fact that the potential is there always worried me.

The UI of this game is pretty impressive. The options menu is something that I can only praise. An explanation of what key does what? It’s a feature I’ll miss in other games. If only, a similar explanation appeared for the graphic options, but hey, that would clutter the UI of the graphics options a bit too much. Yet, I have two things that I disliked about the UI. First of all, if I may nitpick, I found the text on the buttons on the pause menu a bit hard to read since the text color and the color of the buttons are somewhat close to each other. And second, the visual design of the menu’s that you open using the pause menu are so different in design… I mean, the pause menu has a sort of cave theming like the UI in-game, and suddenly, a more space / modern UI appears for the options menu.

The fact that your vision cone appears on the mini-map is a great feature and it even rotates with you when you rotate the camera. Yet, I do have a complaint. It doesn’t change size when you zoom and/or out and especially, it always appears a bit underneath the place where you click on the mini-map. I can understand why this happens since the location of the camera isn’t where you click but a bit underneath that spot. But, it gave me a feeling I wasn’t able to click where I wanted on the mini-map.

It’s great that you can skip cutscenes and even have subtitles. But why aren’t both possible in the opening cutscene? A minor nitpick is that there are some minor grammar errors in the game (“Click of the paintings” instead “Click on the paintings” in the second level)

There is this unique mechanic where you can find treasures to upgrade your units to dissolve them for DNA points to unlock special upgrades for your units. It’s a perfect balancing act since you need to decide if you are going to dissolve the treasures and get an upgrade or use them to improve your unit(s). If only that would be explained in some sort of tutorial, which the game somewhat lacks.

Just a bit more

giphyIf you read the previous section, it might look that I’m ripping this game a new one. That there are so many things missing or wrong with this game, that it’s not a great game to play. Well, then I think you got the wrong idea. I loved my time with the game and I found it a bit disappointing that some features I expect weren’t there.

Also, the price for this game is only 15€. So, it would be wrong of me to compare this game to big titles with way bigger budgets behind it. The thing is that I enjoy this game so much, that it frustrated me that the potential that this game has is unused.

Take for example the visual presentation. The artwork, unit design, level design… they all look amazing. You really feel like being in an abandoned cave where an old civilization used to live. The animations really make the world come alive. It’s so adorable that your workers dig into the ground to create a building and that it rises up like a sort of mole hole.

The audiovisual design is outstanding as well. This game has an orchestral soundtrack that reminds me of the reboot Tomb Raider games, Rise & Fall – Civilizations At War, and other similar games. It sounds familiar on one hand but new and fresh on the other hand. It’s a blast to listen too. The sound effects only add to the great atmosphere. The audiovisual design is so well done that I can excuse that some things don’t have sound effects or voice lines like when you click on an option where you don’t have enough DNA points for or certain interactions in your inventory are silent.

This game is a blast to play but you have to take into account that there are some things that don’t really work or work in the way you expect them to work. I have given several examples in the previous section, but here is another one. Why does your cursor not change when you hover over a resource or why don’t your worker acknowledge that interaction is going to happen?

This is why I said earlier in the article that I feel quite mixed about the gameplay. I enjoy playing this game but the final touches are just not there in certain cases. Now, I’m not saying that this game is unpolished or anything since there is a lot of attention to detail in most mechanics but not in all of them.

I think that this game could use another major content update or update that just focusses on making the game a bit more accessible. I think if a tutorial is added, something to avoid the soft lock potential and the functions that miss sound effects or voice lines are added; that this game gets even better.

So, I can’t wait to finish the final 5 levels I still have left to play. Since I really enjoyed my time with the game. I highly recommend this game to everybody who enjoys sci-fi games, RTS games, and even to people who enjoy adventure games. This game is quite enjoyable to play and experience. It’s an enjoyable RTS experience that I won’t soon forget. Congrats to the small Finnish team of 6 people who put their heart, soul, blood, sweat, and tears into this game since I have to say, the end result is something to be proud of and it shows a ton of potential for future games and/or more adventures in the world of The Hive.

And with that, I conclude my first impression. I want to thank you for reading and 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!

Preview: The Uncharted Roads of Marco Polo (PC) ~ The Road To Development

4 (1)[15753]Today I have something quick unique to present to you. Not too long ago, I met somebody on a Facebook group about point-and-click adventure games who was developing a new title. The game is called ”The Uncharted Roads of Marco Polo” and it looks extremely interesting to me. I suggested creating an article for the developers and they agreed. So, here we are. I’m writing a preview article for a game that only released some screenshots and a small trailer video. But there is more! I had the chance to talk to one of the developers of this game called Josip Makjanic and we are going to talk about the uncharted road that took him to this development. So, with that said, it’s time to dive into this article and invite you to leave a comment in the comment section with your opinion on the game and/or the content of this article.

 The pitch

So, what is this game about? The developer provided me with a bit more information about the game. Basically, the game is a point-and-click adventure game like Broken Sword and Monkey Island. You can also compare it to Captain Disaster, Another Code R, Time Hollow, Ace Attorney, Professor Layton or the CSI games.

The game takes the player all over various landmarks in Croatia to solve puzzles and have a grand adventure. The story will be based on historic locations and figures. At this moment, the game is in its pre-alpha stage and has over 60 locations planned together with various characters to populate them. The puzzles will be in the style you would find in the Broken Sword or the Monkey Island series.

Pre-Alpha means that the game is in a sort “draft” phase. It means that everything is being prepared to go into the production of the game. Compare it to baking a cake, the moment you plan to bake a cake and make a list of which ingredients you will need and for whom you are making the cake… Those are things you would do in the pre-alpha stage of development. You can read more information about the development cycle on this Wikipedia article.

Personally, I love games that take place in unusual locations around the world. So, this game takes place in Croatia and is being developed by Svarog Interactive. This 4-man team is also based in Croatia. Now, the guys from there also send us a little teaser video that you can find right here:

I have to say, this teaser is extremely impressive. Right away, I noticed that the art style resembled the art style in the first Broken Sword games. Like the Broken Sword games, the locations are extremely detailed and colorful. Unlike the Broken Sword games, the animation like the leaves and the flies on screen… Well, the location feels more alive than ever. I find it rather enjoyable that everything looks quite realistic and those flies, man, they look so goofy I love it.

If you compare the Pre-Alpha video to the screenshots I shared on top of this article, you notice some big differences right away. First of all, the dialogue system looks a lot cleaner. You get dialogue boxes with character portraits on top. Also, you notice that on the bottom right corner, you have a bag. Most likely, this is where your items are going to be stored. So, you won’t have to go to the top of your screen for that. In addition to that, in the right upper corner, you notice that there is a gear icon. This will most likely be a way to go to the pause menu.

Early EnvironmentsSadly enough, since this game is still in extremely early development, there is nothing more I can show you or talk about. I can’t wait to see more and I’m going to follow the development of this game quite closely.

Yet, if you want more and you speak Croatian, you can read this article with one of the developers by 24Sata. Now, there is also this YouTube video where the developer talks about his road towards development. While the video is in Croatian, there are English subtitles provided. Sadly, the subtitles just stop around the 5:11 mark, so there are 2 minutes without subtitles ☹.

Now, before we continue with the interview with Josip Makjanic, one of the co-founders of Svarog Interactive, I want to share some links where you can follow the project as well. They have a Facebook page and Twitter page.

Oliver, Alice & Evil Seagul

Let’s talk

Jonez: Welcome Josip Makjanic, co-founder of Svarog Interactive. Can you give us a small introduction about yourself?

Josip: Hello Jonez. My name is Josip Makjanic, a co-founder and Game Designer in Svarog Interactive.

Jonez: In our conversation over mail you told me that this isn’t your first game. You worked on impressive games like Serious Sam 4 and Serious Sam VR: The Last Hope. Serious Sam is an amazing series from Croatia, your home country. Was it always your dream to develop games?

Josip: Yes. I was always fascinated by it. I started making video games not so long ago, but I sort of designed games in general since I was a kid, by designing them on paper, writing stories and creating concepts. When I lived in a high school dorm I used to make versions of Warcraft, Diablo and even Counter Strike on paper that we played with dice, and people from the dorm would come and play in our room.

I was always fascinated by it and loved creating, so today, with some experience behind and with some good friends by my side, I thought it’s time to start working on our own video games.

Jonez: On the road to the developping of “The Uncharted Road of Marco Polo”, you created two other games called “Day in Dementia” and “In Memory”. Both games have a similar concept and art style. As a side note, I have to say that I’m touched by “In Memory”. The story behind it, a game to honor the dead of your mother, I have one word for you: respect. Respect man. Now, I noticed that both games were created in Construct. Are you using the same engine for this game?

Josip: Thank you. 🙂 Both of these games were made in Construct 2, and were created as a personal project. I don’t even know if I could call them games, but rather some sort of experiences that meant a lot to me personally. Marco Polo is being developed in Unity since it gives us more freedom from the technical sides of things.

Jonez: In our conversation, you talk about an open-world RPG. So, this point-and-click game isn’t the only title you are working on? What is this open-world RPG game or is it more a testing ground for possible future titles?

Josip: We are huge fans of Point & Click games and huge fans of RPG’s. We grew up on those games and always wanted to make our own worlds that others can enjoy with us. So, we are working on an open-world RPG system and have stories and concepts, but, we don’t like to rush ourselves, as we know how ambitious and big these projects are, and we would, of course, need a much bigger team. So before it happens, and we hope it will, there are other, smaller projects in mind, but we are going in that direction.

It’s very important for us to first understand how everything works and make many tests so we don’t waste time or get lost in the projects we’re developing, which makes the development much more enjoyable and better organized. So yes, we are making tests and preparations for other projects, but Marco Polo is a priority and is written as a trilogy. We are also huge fans of traditional drawing and animations, so I don’t think we will ever want to part with it. 🙂

Jonez: Now, let’s get back to The Uncharted Road of Marco Polo since that’s the game that I’m previewing with this article. I’m rather curious. Why about Marco Polo? If the game is set in Croatia and Marco Polo is a merchant from Italy. Of course, there is this debate about his birthplace might be Croatian as well… So, why the decision for Marco Polo?

Josip: The game is talking about historic figures and real places, and players will learn so much about Croatia from it, and while the game has many real things people can learn about, it’s story is fictional and we won’t get involved into that debate, but will rather focus on some other, more interesting aspects based on his life, and how to make an enjoyable story and experience in general. 🙂

Jonez: Are you developing this game full-time or are you developing this game on the side like the Corpse Party developers GrisGris? Also, how do you make sure that there is enough budget to create this game?

Josip: We are currently working in our free time, so that means that we also have other jobs, doing freelancing and helping each other out, but we believe that soon we’ll be able to work full time on the game, and when that happens, we will inform everyone about it. If we don’t get a publisher then we will definitely go Kickstarter with playable Demo, Trailer and some other interesting things in mind. So the game’s development is currently going smoothly without too many investments, but we will definitely depend on a publisher or Kickstarter later if we want to finish the game in a reasonable time.

We also don’t want to go on Kickstarter without having some quality content that people can enjoy before considering supporting us. 🙂

Jonez: You told me that there are, including you, 4 people working on this game. Can you tell us a bit more about the team and the talent in it?

Josip: Yes, there are 4 of us and we all have some projects behind us. There is Alen, our technical guy who makes sure all the systems work in general. Devis is our character artist and animator, and Andrija is our manager. I make backgrounds, write a story and making a game design in general, but we are all highly involved in each part of the development so there is a bit of everyone in every aspect of the game. Andrija, for example, came up with the idea of Marco Polo, so we all worked together to make a story that will fit the game’s mechanics.

There will be behind the scenes when it comes out. 🙂

Jonez: And as a final question, I would like to ask what are your favorite parts of being a game developer and what do you dislike in being a game developer.

Josip: I like how rewarding it can be. It sure isn’t easy to make a game and that’s why I started with those small ones. To build strong foundations and to be able to better understand it and move on to bigger projects. 

And the better I understand it and the more I know about the technical side, the more I can enjoy the creative parts of it, so I guess after every day of work you get rewarded with new knowledge and skills, and I find it very enjoyable.

The bad part of the development would definitely be one issue in the industry in general, and that’s the crunch. I’m not talking about a month or two of crunching, but about the developers who crunch for 6 months or more.

It’s not healthy and I believe that the health of those developers should be in the first place and by organizing yourself better before getting into developing a certain project would save many from that.

It’s a huge problem and something we want to avoid and not be a part of, so that’s one of the reasons for our long preparations and organization before the project even starts. I maybe went a bit off-topic with it, but I believe it’s very important to talk about it

Jonez: And with that, thank you Josip for the interview and the answers! Thank you for answering my silly questions and talking about games and development. I enjoyed it quite a lot.

Josip: Here’s a few words for the gamers out there. It is a huge compliment for us to be compared to a classic such as Broken Sword, as we saw many of you talk about it, and we are happy that you love what you see at this stage of development. It will maybe remind you of it, as we see it already do but I just want to say that we don’t want to be another Broken Sword in the end, as Broken Sword is a timeless classic and we don’t want to compete with it, nor I believe we can.

But what I believe is that we can make an enjoyable experience that will make your time worth playing it, a game on its own that we would like to play too, and that’s what we hope to achieve.

We want to make games like they used to be, or at least, make them feel like they used to be, and even though we are not the most experienced studio in the industry, we will give our best to make them worth your time, and try to be better with each one.

Thank you. 🙂

Jonez: And as a closing note, you can follow Josip’s personal projects over at his CrobbitArts Facebook page!

Ending of the article

And with that, I have to call this article a wrap. I want to thank Josip Makjanic for the interview and the material he provided for me to write this article. I’m quite hyped for this game and I can’t wait to play a demo or see more. Yes, I have quite the weak spot when it comes to well-crafted point-and-click adventure games. I love them more when there is a certain charm to it, like with this game.

This game looks to have quite some potential. Currently, we got only some screenshots and a teaser video and it’s already looking quite amazing. So, here is to Svarog Interactive, keep up the good work you guys! You can do it!

So, I’m curious. Do you think that this game is as interesting as I think? Have you noticed something I overlooked? Tell me in the comment section down below. And with that said, I want to thank you for reading this article and 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!

Preview: SpeedLimit (Steam) ~ Shall We Run Away?

speedlimit-verticalgamecover6x9Official websiteSteam Store page

Remember “All You Can Eat“? Well, the people over at GameChuck are developing a new game and it’s called Speed Limit. A few weeks ago, a demo version released to test out the game and gather feedback for further development of the game. Today, I’m going to take a look at the game and talk about my 100% honest opinions on the game with the provided press copy. Now, do keep in mind that this game is under development and that I only played the demo. So, things mentioned in this article might be changed when the full version comes out in the second quarter of 2021. And as usual, feel free to leave a comment with your opinion on the game and/or the content of this article. 

If you are interested in this game and you want to read more or even the press materials like screenshots, trailers and other interesting things, you can read the press kit right here. There are also dev logs on their YouTube channel.

Editorial note: I have written this review while playing the demo version released on March 16th, 2020.

The game

Asset-8 (1)In this game, you play as a guy just commuting on the train. Suddenly, a strange man walks into the cart with a gun and collapses into your arms. The annoying thing is that it knocks out the phone from your hand and changes it with the gun. Well, this catches the attention of the secret agent on the train and send the whole SWAT Team after you. Now, it’s time to escape their grip and save yourself before it’s too late. Your goal is to avoid all their fire and dodge every last enemy that gets thrown your way since one hit kills you.

The extremely difficult adventure can easily be controlled by a few buttons. The arrow keys are for moving to sideways, the down key is for ducking and the up key is to aim up. The default keys for shooting it’s the space bar and for jumping it’s the control key. The controls are easily rebinded in the options menu. Oh, and let’s not forget to mention that this game also can be controlled by a controller.

Speaking of the options menu, the only other things you can currently do is change the volume of the music or reset the options. The consistency of the menu system sticks out and makes it easy to use. The color scheme is used throughout the whole game and that’s a nice thing.

This game also has an amazing audiovisual presentation. Let’s talk first about the visuals. If you ever played a game like Heart of Darkness on the PS1 or Another World on PC, the pixel art will feel extremely familiar. The animations and the visuals are extremely impressive for a game that’s still under active development and still has at least a year left in development.

Speed-Limit-bg1Couple that with an amazing tense tech/dance soundtrack and you have the great audiovisual presentation that this game delivers. The sound effects get the same praise and I have to say that the immersion sometimes is extremely high.

Now, something that’s also quite interesting to know is that this game has several gameplay styles. The variety of this game is quite impressive. For the sake of surprise, I won’t spoil too much, but a motorcycle and plane play a role in this game.

The game also has achievements, this is quite interesting and gives a peek to the feature of this game. Currently, the demo has three stages for us to enjoy. And I have to admit, I have trouble reaching the ending of the first stage. But hey, I’m ready to try and try again, since the adrenaline kick will be amazing when I finally do it.

Comments

Screenshot_3Now, it’s time to give my opinion on the game so far. If it isn’t clear from the previous section, I really enjoy the game and I think that the finished product will have a lot of potential. But, there are some flaws I think that could be changed.

Let’s start with a minor thing. The “Reset To Default” button in the options menu also resets the volume of the music and sound effects. I think an additional button to only reset the control bindings would be a great idea.

I can understand that this game is supposed to be difficult and that it’s a game of memorization. But, something that annoyed me to no end was the fact you can’t shoot while crouch walking. You need to be at a standstill and duck in order for you to shoot while crouching. I felt that it’s a bit unfair since sometimes your execution speed can mean the difference between life or death.

At the current moment, there isn’t enough feedback in the sound department. There is no game over sound and the animation can easily be missed. Just give a little sound effect that the player lost before you respawn. Now, the respawn happens quite fast so, it isn’t that big of a deal as soon as you get used to it.

Also, I think that the difficulty curve ramps up just a bit too fast. By the 2nd cart, you get swarmed from above, left and right. When you survive that, the next enemy has a shield that bounces your bullets back and because you barely have time to attack the enemies from above from the previous cart, they attack you from the previous cart while you are still trying to figure out how to beat the enemy with the shield. It can be quite overwhelming. Then again, this might be part of the charm, but it’s quite frustrating when you barely get the time to get used to certain enemies or patterns.

You might have read it earlier, I haven’t been able yet to beat the first stage. I think that I came quite close, but there is always something that I overlook that spells disaster. Now, because of that reason, I won’t comment if the game saves your progress or not, but the fact that there isn’t an option to reset the save file in the options menu has me a bit worried that this has to be done all in one go. And if you die, you have to restart everything from the start. Then again, you might just get an option to either continue or start a new game when you reached the second level.

And that’s currently all the feedback I can give for the demo I played. So, I think it’s time for my conclusion on this article and my final thoughts on this game.

Overall opinion

I know that this “review” is going to be out of date as soon as the demo gets an update or when the game fully releases. I’m fully aware that my reflexes aren’t quick enough to play this style of game optimally. But, that doesn’t stop me from enjoying this game.

Before I started to write this article, I had to keep in mind that this article is both a preview to introduce this game to my readers and it’s a feedback article. The difference is that this time, I shared my feedback for the developer in my article instead of in a mail.

The direction that this game is taking is interesting. In this article, I have talked about games like Another World and Heart of Darkness. And, this game seriously reminds me of those style of games, extremely difficult but rewarding games to beat.

While this game wouldn’t be my first choice when I’m buying games, I’m glad that the developers provided me with a press copy since I want to beat this game to try and get better at these style of games. The “just one more try” mentality got to me for this game. Maybe the fact that the soundtrack of this game is so catchy might have to do with it.

If the game gets even more polish and gets just a bit more balanced in terms of difficulty, I think this game is going to do great in the indie scene. The foundation is already there and if this is only the demo so far… I’m looking forward to the full version. And you may be sure that when I notice that this game gets an update, that I test it out and help the developers to polish up this game to be even better.

If this game sounds interesting to you, I advise that you keep an eye on the Steam Store page and wishlist it. Since this is a game you don’t want to miss if you enjoy games like Super Meat Boy, Another World, Heart of Darkness and games of that nature. Or if you enjoy highspeed action games.

Before I ramble on and on, I think it’s a great idea that I close off this article. 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 article, but until then: have a great rest of your day and take care.