Gamer’s Thoughts: How I write my game articles?

Every writer has their own creation process. These processes are rarely to never set in stone. People change, and their habits and routines can change as well. Now for a few weeks now, I have been thinking… What is my process? How do I decide on which game to write, and how do my actual thoughts get into an article? So, I think it would be fun to explore some of those things in this article. While I have written a similar article back in 2018, I also think it would be fun to just start this article as if I have never written that article. So, here we go, from choosing the game to clicking on the button “publish”… How do I do it?

Choosing the subject

When I look at the taglines I have chosen for my blog in the past, most of them have one thing in common. They represent in a way what this blog actually is. This blog is a public diary of a Belgian game collector who shares his opinions on the games he plays. Sometimes I play with the idea to create series, where I look at each game from a series or look at several games I have played in the past.

While that could be fun, I don’t like forcing myself to play a certain game because I have to write an article about it. That’s because I might not enjoy the game since I need to rush my play through, so I can have an article out. On top of that, it might reflect in my article as well. I like to take my time when writing about a certain game. Writing about a game right away without giving it time to let things settle is such a risky idea. Since, you never know if you are overreacting on something or not.

Now, when I’m playing games, I have a rule. I never go into playing a game thinking how to turn it into an article. The only exception I make to that rule is when a developer requests me to write an article about their game. While playing the game, I let myself enjoy the game. Now, there comes a moment while playing the game, where I think… “Should I write an article about this game or not?”.

In the past, I used to have a long list of games where I answered yes to that question. When my writing day arrived, I opened the list and picked a game from that list and started the process of writing an article. But, I felt that, that system didn’t work for me anymore. I can’t tell you exactly when I stopped using that system, but I wanted to write more in-depth articles, so I wanted to more research on the game I was writing about and that was taking a lot more time compared to just having a list of games I want to write about.

So, the decision of choosing the game for the next article is a bit more complicated. Sometimes I have a game in mind that I want to write about, and sometimes I don’t. When I have a game in mind, it’s easy to move on to the next process. When I don’t, I look at the games I have played in the past months/weeks and decide from there.

Now, what do I take in consideration when deciding if a game can become a good article? The first question I ask myself is this, what can I say about this game? There are several games I play that don’t have enough things going on for me to write about. Even when they are fascinating like Yeti Quest, it’s your typical match three game like Bejeweled. But in this game, you can choose between three different play styles on the fly in this genre, and that makes it more interesting. But, besides that, there is not too much else going on. Maybe I might turn them in a short game quicky. But I find writing and creating shorter articles about a game less rewarding than writing a longer article about them.

The second question I ask myself is the same question as the first but in a different direction. The first question is actually more, how much is there to talk about, and the second question is what is there to talk about. Something I dislike writing is very negative articles. I don’t want to write an article where I just rip into the game and only talk about the weak points of a game. I also don’t enjoy reading those articles myself, and I personally rather write and read a balanced article over an overly positive or negative article any day of the week.

Now, when a developer requests an article from me and I notice that I’m going to write mostly a negative article… I actually scrap the article. From talking to various developers, I learned how much time and effort goes into creating games, and it takes a lot of courage reaching out to the press to show off your game. People sometimes base their decision on this kind of articles, and I don’t want to turn people away if the game doesn’t click with me or if I’m not the correct person to review the game. But, I do give a list of feedback back to the developer. This feedback exists out of bugs/issues I found or suggestions for improvement. That’s the least I can do for declining the article.

While I answer both of these questions, I start coming up with the theme of the actual article. What will be the core of my message? On what do I want to focus the article? The music, the game mechanics, the visuals, the writing style? It’s mostly now that I come up with the subtitle of the article. A great recent example is how I came up with the core of the Another Code – Recollection article. While playing that game and streaming it with Klamath, I remembered that I wrote an article about that game in the past. One of the game’s core story mechanics is how memory works and how people grow with them. At that moment, I decided to make that the main focus of my article. To show how I have grown as a writer, while using the memories of the past game and articles to take a new look at the game.

The actual review process

Now that I decided on which game I want to review or write about, it’s time to talk about the actual process of preparing the article.

The first thing I start to look at is the story of this game. The reason why I start with the story is simple, it’s one of the best ways to start your article, in my honest opinion. With that, you can set the scene for your readers and explain the mechanics, visuals amongst other things more easily as well. I have tried several times to write about the mechanics or something else first, but I felt that these articles didn’t flow well enough, and I rewrote the whole article. By now, it has become a habit of mine that I don’t know how to change and even if I should change it.

Then, depending on the message I have chosen of my article, I chose something else next. In most cases, that is the pacing or the gameplay, but it can also be the world building or the visuals. Besides having a core message, I also want the article to flow well. My main goal in writing these articles is not only to inform and entertain those who are reading my articles, but also as a way to easily share my opinion on the games I’m playing.

When you read my articles, you’ll notice that I don’t focus on the same things that most big reviewing outlets do. For example, I don’t focus on how realistic the visuals are or if the game is using the latest technology or running at the highest frame rate. Personally, I don’t really care about those things too much. I rather focus on the actual game over those things.

Now, when I’m looking at the visuals for example for my article… I look more at how consistent everything is. How well does everything fit together and fit together with the story and themes of the game. Are there models and moments that look rough or unpolished? Are there animations that look out of place and unnatural? Now, since I sometimes review a retro game, I take in consideration the technology of the time and the size of the studio that developed the game.

I mostly put my focus when writing about a game on the whole package. For example, if you introduce a certain mechanic in a game… how often is it used and what does it bring to the gameplay. There is nothing that annoys me more than having a mechanic in a game that is underused when it’s shown off with a lot of potential. I’m looking at you, for example, Death Mark II. There were some mechanics like the shop or the hidden teeth that were just underused. If a mechanic is going to be underused, don’t put so much focus on it.

Something I also find very important is consistency. While it can be interesting to break consistency in a game to surprise the player to keep them on their toes, there is no excuse to have an inconsistent game. I’m talking for example about huge difficulty spikes or the UI having different ways of working in the game. Let me give you a specific example, in Suikoden Tierkreis, the final boss of the game is so much stronger than all previous enemies, and it felt just unfair. Without any warning, you also had to know you had to grind certain characters and build them in a certain way. Maybe it might be less of a problem now that I know that, but it felt like a slap into the face after the balance of the game being very consistent.

So, do I take notes while I play through the game I’m going to write about? In the past I used to do that, but I stopped doing that. I started to have this bad habit of only writing down the negatives moments or just trying to work everything in from my notes and forcing some sections in. I do have an alternative when writing about a game now.

First, I play the game for at least an hour before I write about it. So, things are fresh in my mind. Also, I leave the game running while I’m writing my article. In case I’m hesitating on something, I can quickly jump in the game and replay to test something out.

And second, I’m abusing my visual memory. I have a very strong visual memory when it comes to games and I found out that when I play the soundtrack of the game, I start to remember quite a lot of things. I can’t write an article without playing the soundtrack of the game.

Sadly, a lot of things in a review are extremely subjective. The biggest thing here is finding a right balance for me. For example, if I didn’t enjoy certain tracks in the soundtrack of a game but I don’t see that complaint while doing some research, I mention it that way in my article. That it might be that the tracks didn’t click with me but that the overall impression of the soundtrack is positive.

The final part I usually do before I sit down and write is doing my research. This research consists out of just looking up this game in Google, reading through other articles, reading through press material, looking at the voice actors, looking at other projects of the developers… I have a whole list of things I want to answer and know about the game. Like how big was the studio that developed it? How long was the game in development? Sometimes reading up on the game helps to clear up things on why certain creative decisions where taken.

Writing the article

Now that I have chosen the game, played through (most of) it and did some research it’s time to start writing the article. The first thing I do is put in the title and it’s subtitle. And then, I create the subtitles and screenshots for the article. In case of a game review, I write in brackets the main themes of that section. For example: (gameplay, controls, music).

Then I put on the soundtrack of the game and I start writing the introduction and just continue to write. While writing, I look at the flow of the article and when I notice that a certain section would fit better in an earlier section, I move it. Now, when I remember a certain detail that fits in a later section, I add a small note in that section before returning to the point I was writing.

I don’t like writing out of order, since I find it more difficult to make sure my core message shines through or the flow/theme of my article stays consistent. So, that’s why I’m doing the article editing somewhat at the same time. When I’m finished with a paragraph, I re-read what I have written and think about the flow of the article and when it doesn’t fit, I just remove the whole paragraph and rewrite it. Now, I also read my paragraph again since my mother tounge isn’t English and sometimes I use certain expressions that don’t exist in English or just make silly typo’s.

While I use two spelling correctors to help me to avoid mistakes, I rather review it myself as well. Too many times I see that spellings correctors fail at understanding gaming terms or make the strangest corrections. While I know that my articles contain grammar issues and typo’s in the end, I try to catch as many as I can before they go live. During some breaks, I spend a couple of hours going through old contect and correcting typo’s and grammar issues. Also, when readers point them out to me, I try to fix them right away. Since, you start to read over your own mistakes way too easily.

While writing, I usually try to not take a break. I find it quite important to do everything in one go while writing. Apart from refilling my glass or taking a quick bathroom break, I try to keep writing. Usually, the whole writing process takes me around 4 hours on average.

After I have fully written my article, I copy it from the WordPress editor to Microsoft Word and let it check again for typo’s and grammar mistakes I missed. I also quickly skim through my article to make sure I haven’t left a paragraph on something stupid like an incomplete thought or sentence.

Now, if you would ask me what I enjoy the least in this whole process… I have to answer the whole SEO process. It’s one repetitive task that is just boring to do in my honest opinion. Looking for the right keywords, pasting the links everywhere and making sure you did everything to make the article appear in search engines. I’m always happy when that process is over and done with.

The opposite question is a more difficult to answer. I can’t really say what I enjoy the most in writing gaming articles. At one hand, I love the interaction with people who read my blog. The developers who found my blog by reading my articles and decide to request a review from me. It’s a rewarding feeling that people enjoy your creative hobby and are able to relax or find new games.

I also love talking about underrated or forgotten games. I just love when I get a reaction from people: “I totally forgot about this game! This game was part of my childhood.” It’s a great way to connect with people and make new friends and/or discover new games.

But, I also just love writing itself. I just love being creative and trying to entertain people and I find that writing and just using languages in creative ways is something I love doing the most. I love telling stories and being able to tell them through a game article without it overpowering the actual article is just a lot of fun to do.

Of course, playing the actual games is quite a lot of fun as well. Since I have such a broad taste in games, I play so many different games and it’s just a blast. I love discovering things about games and how they are developed and how the whole creative process works behind it. Especially since people don’t always stand still by the fact that a lot of things have to come together perfectly in order for a game, movie, album or any creative work to get created.

I just enjoy the whole process. If I have to give an average on how much time one article takes, I have to say that it takes at least 20 to 30 hours. And that’s when everything goes perfect. When I don’t have a writers block or when I don’t have other things going on in my personal life. I’m happy that I found this hobby for me and I’m surprised at how much you are all enjoying it. It still surprises me that some students of the school I work for discovered certain games through my blog and talk to me about them. I even have coworkers who come and ask me for game advice for themselves or their childern. Besides that, I get a lot of reaction through Discord and other platforms and it makes me just happy. Being able to make someones day or just help them (re)discover games and/or entertaining them… It’s one of the main goals of this blog and that’s just perfect.

Now, I think I have said everything wanted to say about this for now. Know that what I talked about in this article is my personal process and feel free to copy (parts of) my process but I highly advice you to make sure that your process works for you. Since, if it doesn’t work for you, you’ll hit a brick wall eventually and either burn out or just loose interest. Enjoy the process and stay true to yourself. That’s how I managed to write around ~ 600 articles over almost 15 years.

Thank you for reading this article and I hope you enjoyed reading it as much as I enjoyed writing it. What is your creative process or did you learn something from this article? I’m curious to know, so feel free to leave a comment in the comment section down below. I’m also curious if I’ll be able to welcome you in another article but until then, have a great rest of your day and take care.

First Impression: Fire Emblem: Three Hopes (Switch) ~ Mashing Buttons For War

WikipediaNintendo.com microsite

There are only a few Nintendo franchises that are suited for a cross-over with the Dynasty Warriors series. The best one in my mind is Fire Emblem. So, it was no surprise to me that when you had the unique concept of Three Houses, a warriors-style game was going to follow. I wanted to play it since it released, but I got distracted by other games and the game gathered dust on my wishlist. Recently, I saw it was on sale on my local store, so I snagged a copy. I put it in my Switch and I knew it was going to be a game I wanted to write about from then. What do I think about this game? Is it a good game, or is it a game I have buyers regret over? Let’s find out in this first impression, while I invite you to leave a comment in the comment section with your thoughts and/or opinions on this game and/or the content of this article. So, let’s mash buttons for this war and let’s dive right into giving this game a good, honest look.

Choosing your starter

In this game, you play as a mercenary Shez hunting down the Ashen Demon. This Ashen Demon is actually the main character of the mainline game, Three Houses. The story being told in this game is actually an alternate timeline of the mainline game.

That’s one of the main reasons why I wanted to play this game. In Three Houses, there is a lot going on since the main character joined the academy and started teaching one of the three houses. But, what if that never happened and things go differently? Well, you get the story in this game. Now, you’d think that this game is either filled with spoilers for the mainline game or you won’t be able to follow it if you haven’t played the mainline game.

But, that’s far from the truth. Both games can be enjoyed separately. Things gets explained and since this is another timeline, things can go rather differently. Since, in this game, the school life is extremely short-lived. After your first few battles, you meet the three Lords of the lands, and you have to make a decision on which house you will join. After that, you basically choose your story path for the game. For my playthrough, I have chosen another house from my Three Houses playthrough, and I’m glad I did. I was always curious about the other characters, and I actually want to replay Three Houses with the other house now.

The stories in the three houses are quite different from each other. Without giving too much away, I’ll say this. The stories of all three paths do intertwine and depending on which house you join, that house will succeed in their mission. Now, I’m really curious to see how different the stories will be in the end. But, for that, I’ll have to play through this beefy game. This game can take around 140 hours to beat 100%, and I’m only half way the first route.

The writing in this game is pretty good in my opinion. It feels like that, an epic adventure anime series that can really draw you in. The story can take its twists and turns, but it has extremely powerful heroes and characters that have their own little quirks and charms to make you love them and cheer for them. You clearly have your episodic structure in this game, and it fits like a glove.

And on top of that, the voice acting in this game is just the cherry on top. The same cast returns from the mainline game to this game. While some characters do sound a bit different with the different direction and the time passed, the performance is amazing. They all fit the personality of the characters and give that additional layer of charm. Not everything is voice acted, but most of it is.

Also, I have to give some additional props to the voice actors since with the amount of things that can happen in this game and the different paths you can take, it must have been a beast of a script to do. And to write for that matter. Yet, I did notice some narrative tricks being used so that dialogue can be reused. Since, there is this mechanic there is a chance to recruit enemy generals to your side, and then their dialogue is mostly written is such a way, it doesn’t really matter in which house they are in.

Depending on which house you choose, you also choose your focus in the game. In my playthrough I chose for the Blue Lions. They excel at military tactics and mostly focus on swords and spears.

During the game, you unlock materials and seals to let your fighters go to a different class, so you can balance out your team. This is something extremely important, since choosing the right crew to go into battle will make all the difference in the end. Don’t always choose the class of your crew based upon numbers, make sure you have a diverse team, and you have all different types of warriors.

Mashing buttons for war

The biggest difference it will make is in the battles. There is a strength and weakness mechanic that is extremely well-balanced and can make an easy mission extremely difficult. But, I’ll talk more about the battles later in the article. First, I want to focus on the other mechanic in this game, and that is the base.

In between battles, you can run around in your base to talk to other characters and improve their bonds for not only more lore, but also for benefits during the battles. Your typical elements like in all the previous warriors games are here. A smithy, a supplier, a market… But this time, instead of it being a somewhat boring or overwhelming menu system, it’s a lively camp. It’s a joy to run around in, but sometimes it felt nothing more than just window dressing. The main issue is that you have fast travel and nothing else really happens in the camp. You do have some animations at certain places, but they never move from their location or interact with others. In Three Houses, you had characters walking around, making the place feel more lively than it actually was. Now, we have one NPC maybe walking around and for the rest we have empty paths and market vendors that shout to buy their wares to you. That being said, it’s extremely nice set dressing. To such a degree that I now feel that the menu system in Fire Emblem Warriors feels lazy.

One gameplay mechanic that really got improved is that the upgrading of your units isn’t a mindless menu system anymore. I always felt that it was really silly that you needed to upgrade your units through so many steps each and every time. This has been streamlined quite a lot and I love it. No more grinding certain missions for that one resource to beef up that one unit you wanted to play as.

Also, various other mechanics and activities of Three Houses made it into this game as well. Things like cooking and going on an expedition with you are also present in this game. They are some fun side activities, but don’t really matter in the grand scheme of things. Just like finding various notes scattered around the camp, they are just nice and welcomed set dressing.

Now, explaining every little detail and mechanic of a Destiny Warriors game is asking for a long article. There is lots to do and balance in this game. I won’t be surprised that some players will lose hours just to maximize and perfect every little stat. But, that wouldn’t matter if the other main mechanic in this game wasn’t fun. How do the battles play?

Well, if you played any warrior game before like Hyrule Warriors… You know what to expect here. In this hack and slash game, you are dropped in a map with your allies and you get a main objective. That main objective is your win condition. In a lot of battles, there is also a loose condition. So, taking that into account is quite important. Do use the battle map before the battle to your advantage and swap out your units accordingly. If you strategize before the battle starts, you will make it yourself easier.

During the battles, you can take control of a maximum of 4 characters on the battlefield. You can easily switch between them with the up and down arrows of the D-pad. Knowing when the switch is half the battle. Overall, the AI in this game is pretty good and provides you with the help you need, and the other units follow orders perfectly, yet it is faster sometimes to do the fight yourself. And as soon as you learn the combo’s and master the mechanics of each fighting style, oh boy can this become an enjoyable button mashing gaming.

Your right side of the controller will get a work-out. Especially the R, X and Y buttons. The faster you’re mashing them and use R for your special skills, the fights can become a cakewalk. But, don’t rest easy. You would think that this game is going to be easy from reading my previous sentence. But, don’t get yourself fooled. The difficulty differences are quite straightforward, like explained in this section from gameguides.com. Yet, if you don’t keep your wits about you and focus on taking out the right strongholds and generals, you will be overwhelmed pretty fast. When you understand that the non-general soldiers aren’t that big of a threat, you will make it yourself easier. Also, know when to defend a unit and when to attack.

Also, you can choose if you play this on Classic or Casual mode. Whilst you can change your difficulty level if you so desire, you can’t change the gameplay mode. So, if you don’t want to play with permadeath of your characters anymore, then you are out of luck. Personally, I’m playing on normal and casual mode. I get too frustrated when one simple mistake would mean that I loose a character that might make a later fight nearly impossible and the worry just ruins the fun for me. It’s a me thing and I’m glad we have the option.

Another part of the difficulty comes in via trying to get the best battle rank in each mission and chapter. Since, the rewards of these ranks are extremely worthwhile your time. They also helped during the side missions and unlock even better weapons and abilities.

There are a lot, and I really mean a lot, of mechanics in this game so that the players who love to micromanage will be able to eat their heart out. Thankfully, this game doesn’t force you into learning every single detail of this game and lets you play how every you want. Making this game’s replay value go through the roof. Now, another related question is… Is this game best played in short bursts, or should you play it in longer sessions. Well, that all depends on how well the gameplay clicks with you. Overall, there are a lot of different things that can happen during a mission, but after a while we see the same things happening over and over again.

This game can become repetitive real fast. There are various battle mechanics and things that can happen during a battle, but the breaks in the camp are quite welcome. Also, the side missions and the additional bonus things you can do in between battles are needed to break the repetitive nature of the battles. Don’t get me wrong, the battles aren’t boring… But, it doesn’t take long before you have seen the majority of gimmicks that can happen during a battle.

Yet for some reason, I felt that the battles in this game compared to all the previous warrior style games I have played are the best flowing so far. Giving order to your units and seeing them dash off and really have an impact on the battle… It pays off. I feel like they hit the sweetspot here. I can’t really put my finger on it but the battle gameplay just flows quite nicely. Maybe it also has to do with the audio and visual presentation during these battles.

The fact you see your allies icon dashing on the mini map towards their goal and saying a quick line when they executing their task, really helps during the hectic battles. They warn you when they are in need of aid as well. The controls to easily switch between your units help a lot with quickly managing everyting. You rarely feel like you wasted your time with a mechanic.

Visually, this game also helps a lot. The animations really feel impactful and give you the feeling that you are fighting an epic battle. I can totally excuse the game not animating all your soldiers in fighting for the sake of performance, but the little fighting that happens around you to “fake” this actually happening is doing quite a lot. Rarely did the game slow down for me, so everything happened with a smooth framerate. Now, I haven’t played the two player mode in this game… And maybe the framerate there isn’t the best… Especially in the previous Fire Emblem Warriors game, I played the two player mode and oh boy, that wasn’t the most optimal mode.

Also, looking at screenshots of the two player mode, I feel like it does a number on the amazing visual presentation of this game. It cuts the screen horizontally in half and I’m sorry but it just doesn’t look right. Maybe on a big screen it looks better but, on the Switch itself… I shudder at the thought. It’s a shame that the visuals looks so streched and wrong in multiplayer since they are quite nice.

Almost the sweetspot

This game almost hits the sweetspot on being a “perfect” game, it’s insane. Yet, there are somethings I find strange how they got through the cracks.

First of all, the visuals are amazing. You really feel like you are running through a real world that’s going through a big war. The visual style is medieval fantasy and it really shines through in the whole game. Yet, when somebody crosses their arms in a cutscene, the hands keep upright. To a point that it is immersion breaking sometimes. Oh, and the same thing happens in cutscenes when people want to place their hand in their side. The gap between their side and their hand is big enough to fit a your whole arm in between. Also, in cutscenes, everybody is mostly in their idle animation apart from when they are talking. And this is something that annoyed me a lot in this game. Dare to keep that shocked pose instead of just going back to idle. It breaks the flow of the story and it feels stiff and slow.

The UI is extremely clean and easy to understand. It’s a blast to navigate and gives you all the needed information. Yet, after unlocking a class for a character you get the question if you want to change it or not… without seeing which stats are impacted and which ones aren’t.

Using your abilities in battle is quite easy to do. Just press “R” and choose the right ability. Yet, the very powerful ability using R+A doesn’t always work as you expect. Sometimes I feel that the very strong final attack just didn’t trigger and got skipped. Also, the meter changes to being almost full again so I started wondering if it was glitched or not.

There are also various item pickups in during the battle. But, it’s not always too clear what item pick up does what. For some reason, I always confuse the blue and purple pick ups. And it’s so easy to waste a pick up, it’s rather annoying. Also, when an ally is wonded, you can’t easy heal them or move them to pick up an item or break a green pot. Little sidenote on pots, these red pots on the mini map sometimes look quite brown in game. Maybe because of lighting or maybe it has too much blue and green added to the texture.

These small issues started to grab more of my attention as soon as I decided to write this article. Like not all sunrays have good anti-aliasing (making straight lines look less jagged basically). It is distracting once you notice it. Just like the hand thing I talked about earlier. It’s a shame since the cutscenes are more lively now since they use 3D character models instead of character portraits in Fire Emblem Warriors.

Something that doesn’t have any issues is the soundtrack of this game. The soundtrack really pumps you up during the battle and helps make the game feel even more impactful during battles and relaxing during camp visits. The orchestral score is a joy to listen to and I have to admit that I listen to it here and there while I’m working. It’s a great soundtrack and I’m glad it’s added to my playlist.

The sound effects are pretty great as well. They stand out quite a lot so it’s easy to know what is happening and it always gives the needed information to the player to not make it a guessing game. Thankfully, you also get some visual information as well so people with hearing problems don’t loose out on the advantages the sound effects can give you.

The amount of options you have in this game is incredible. You can tweak the game to your favor, you can also change the whole button lay-out to your wishes without changing the default button lay-out of your Switch. While I prefer playing this game with a Pro controller, the game plays smooth with joycons as well. While the same supports one joy con to play the game, do yourself a favor and play with either both joycons or a pro controller.

Now, this game does have an autosave feature, but I’m also really glad that this game have several save slots. While you only have 8 slots in this game, that’s more than enough to experiment in your playthrough. The only minor issue is that when have saved before the last battle, the game forces you to save before you enter the war map the last battle. Without mistake. One simple if loop where the game checks if the player has saved a few minutes manually before and it wasn’t an autosave would solve this minor issue.

Overall, I fell in love with this game. Compared to the previous warrior style games we got from Nintendo franchises, this is one of the better ones. It isn’t overwhelming and you don’t have to micromanage every little stat, but it does provide you with that option. It’s the same addictive hack and slash gameplay we are used too in these games but it also manages to flow a bit better.

While the game does have some minor issues here and there, they aren’t too big of a deal. Like when you teleport in your camp to a facility you can press A to interact but when you teleport to a unit, you have to walk a few steps towards them before you can interact.

If we ever get another warrior style game, I think that this game has set amazing foundations for the next title. The main complaint I see other reviewers say is that the combat isn’t diverse enough. Personally, I somewhat agree that some classes play extremely similar but, it’s one thing they should focus on expanding next. Do more with combat styles like archers having a larger attack range but being weaker in close combat. Or give mages the chance to buff their allies.

What we got in this game feel like an extremely solid foundation for the next games. I’m so glad I played this game since it’s one of the better ones I played this year. I was afraid that I was burned out of the warrior style gameplay, but no. This game drew me right back in and reminded me why taking care of the details is so important in making a good game. I can’t wait to see what else this game has to offer since I’m going to beat it, that’s for sure. And after that, I should beat the other Fire Emblem games that are still on my backlog… shouldn’t I?

I highly recommend this game to everybody who enjoys warrior style games, hack and slash games, Fire Emblem fans and everybody who enjoyed the Hyrule Warriors games. This game takes leaps and bounds to improve itself compared to the previous warriors game in the Fire Emblem series. While it has some small distracting issues, overall this game delivers an amazing experience where you can sink a lot of hours into and with a highly replayable game. So, what are you waiting for soldier? A command to play the game? Well, here it is! Pick up your controller and join the war with quirky, unique characters that takes itself just seriously enough. Join the fight in something that feels like you were young watching your favorite adventure TV-series every Saterday morning whilst you feel extremely powerful and wonder what’s going to happen next. That’s how I personally felt while playing 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 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: Nightmare Reaper (PC – Steam) ~ Can You Sleep Through This?

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Steam store pageGOG page

I can’t tell you exactly why, but I’m a big fan of old school 3D shooters. Last year, I took a look at Ion Fury and Wrath. Honestly, I think that it’s because these games stuck the right balance between modern game design and old school gameplay. Now, one day I stumbled across this game. A game in Early Access that released last year to GOG and Steam. A game that presents itself as a game inspired by Blood, Doom, and Duke Nukem 3D. That’s quite interesting in my eyes. Currently, only the first episode has been released and episode two is coming in the near future. At the moment of writing, the developer said that they are aiming to release the second episode at the end of the summer. But, is this game worth your time and money? Let’s take a look at this game while I invite you to leave a comment with your opinion on the game and/or the content of this article. 

Can you sleep through this?

ss_b7e8b7e313a53c7bf3c33a58c248e23c44b7b9bd.1920x1080You play as an unnamed girl who is stuck in a psychotic ward. Her story is being told through small notes that you unlock after beating each level. In order for you to enjoy the game, you don’t need to pay any attention to the story, at all. But, I can tell you out of the experience that it enhances the game tenfold. My imagination and the spare bits of story that I got gave the world-building quite a lot of meaning. My imagination filled in some gaps that made the story quite interesting.

Now, I can understand that some people won’t enjoy a story that is this bland where it’s quite clear that you need to protect yourself on the character or fill in some of the gaps yourself. But, I didn’t find this a problem at all. Since this game focusses itself a lot more on the gameplay than on the story and in that case I don’t mind a “weaker” story.

I always find it quite difficult to review or criticize a story when I know that you don’t have every piece of the puzzle. A story can start off strong and end up quite weak. Currently, I’m quite interested to see where the story is going to go and if it wraps up with a nice conclusion or if it leaves it up to the player to figure out.

As I said before, the story is mostly told through small notes that you can read on your table after beating a level. You unlock one note for every level you beat. Each note builds on the previous note painting a more complete picture of the situation. There is no voice acting during these notes, but that doesn’t mean that there is no voice acting in the game.

The girl you play as is voiced by Marie-Claire Lavertu and I haven’t found anything about her. Now, this might raise some red flags but don’t you worry. The voice actor nails the voice acting of the main character flawlessly. The grunts, the smirks, the laughs… It’s all done pretty well. She did a pretty amazing job of bringing this troubled character to live without saying one line. I wonder if she also did the screams of the other patients you hear when you are in your room.

So, how do you play this game; since you start off in a hospital room? Well, as the name of the game suggests, you are going to reap some nightmares. So, it’s time to go to sleep and you get transported to a randomly generated level where your goal is to beat your enemies and reach the goal.

Retroception

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This game features randomly generated levels. Well, to a degree. The developer created a whole slew of rooms and the random level generator just fits them together in random order.

So that means, that you might find the same layout once or twice but in most cases, each level and each playthrough is quite different. But, this isn’t the only thing that stands out in this game.

The Steam Store page boasts that this game has over 32 weapons and is going to have 80+ weapons. Now, before you think that this is going to be an overload to manage them all… You don’t have to manage them all. That’s because you can only carry over one weapon from one level to the next. Yes, one weapon.

It gets even better, each weapon might have special abilities and has a certain level. So, you need to think and strategize about which weapon you want to keep and which weapon you want to sell for those precious coins.

These coins can drop from destroying the environment, defeating enemies, selling weapons at the end of a level, finding treasure, and playing the Gameboy Advance Skilltree minigame. Oh yes, the minigame. One doesn’t simply unlock new powerups in this game, you have to earn them by first having enough coins and then beat the mini-platform level. Only when beating a level, you lose your coins and earn your sweet powerup. Trust me, these power-ups are worth it! After defeating some levels, I felt more equipped and stronger to beat my enemies.

If I would take a look at all the enemies and weapons, I think I would be here all day. Let’s first talk about the weapons. You have swords, staffs, shotguns, rocket launchers, tomes, pistols, rifles… It’s a whole lot. Personally, I rarely used the bows since I found their fire rate a bit too slow since this game can get pretty hectic and intense with some enemies and a strong gun fits my playstyle more in these types of gameplay situations. And my preferred weapon was a double-barreled shotgun with the chance to shock my enemies I picked up in one of the earliest levels.

Obviously, I’m going to talk about the enemies right now. You have a whole range of enemies. From hit scanning enemies to enemies that take you with melee attacks. It’s essential for you to learn the patterns of each enemy so you can play accordingly for which enemy you should take out first.

There are some enemies I absolutely hated during my playthroughs. These Dragon Plants that not only spit acid but also spit little egg projectiles that hatch smaller dragons. These didn’t die fast enough for my liking. And then I’m skipping over the enemies who throw what I assume mutated blobs of themselves to you and these blobs track you and when they explode… You lose a LOT of your health. And these blobs are so freaking small and annoying to kill…

Now, would I remove these enemies? Absolutely not. They ramp up the difficulty of this game to a very rewarding level. For having so many different possibilities, I’m surprised how much work there has been put into the balancing of the game. New enemies are introduced one by one so you can get used to them, learn their patterns, and try to manage them in the chaos of a whole enemy filled room.

The “punishment” for death in this game isn’t that harsh. Thankfully, since you will die quite often since this game can be quite rough. But I mean that in a good way. The punishment is that you have to restart the level with the weapon you choose to keep from the previous level. But, you don’t lose your gold. So, if one level is a bit too tough, you can grind up your coins, beat a few skill tree mini-games and try again with some new powers.

During my playthrough, I regularly felt the urge to play just one more round, to try to beat that annoying level. I found that most of this game is quite fair and balanced apart from the fire boss. I’m sorry but I find that boss battle just too difficult. That boss hits a bit too hard. My biggest complaint is that this boss appears after quite a challenging level and then you have to try and beat quite a difficult fight. Thankfully, the developer said that he is going to take a look at how the fight can become a little bit easier. And also, he has given us some helpful advice to beat it. It’s the biggest frustration I have with this game since I have gotten so close several times… But one of these days, I’ll do it and defeat that – CENSORED –

So, would it surprise you if I said that I’m not even done talking about all the mechanics yet? Oh, I haven’t mentioned the power-ups, the random events, and the possible bonus gold you can earn by killing all the enemies, finding all the gold and secrets… Well, I’ll leave these interesting and fun game mechanics up to you to find out. There must still be something to discover when you play this game after reading this article, right?

Shoot everything

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You might have noticed by looking at the screenshots, that this game doesn’t have the most modern graphics. This game goes for a more retro aesthetic with some modern vibes. And the game succeeds in that quite well.

In the visual presentation, I find this game quite exceptional. I really like the visual presentation and animation of this game. From the enemy design to the animations on the weapons, I really think they are well done. Especially, when I saw some early footage of the game and compare it to what’s on offer now, it’s impressive how far this game has come. The only minor complaint I have in the visual department is a timer. Yes, a timer of how long your power-up is lasting. Since there is no inventory in this game for power-ups and health pickups, so it would have been nice to see how much a powerup is going to last when you want to use it to rush a boss or a difficult room.

To finish up my thoughts on the visual presentation, let’s talk about the UI. Overall, it’s quite well done but there are a few minor things that I would change. First of all, the “Reset Default Settings” is a great future but I would rather have that feature reset for example only the game features instead of resetting everything. Another minor complaint I have about the UI is there are no page numbers on the achievement page.

Speaking about achievements, it’s lovely that these give you coins in-game but I find them to also have them as Steam achievements. I mean, there are over 80 already. Maybe this is just me, but I almost got an achievement in every round, if not two or three. Maybe I look at achievements in a totally different light but I found them not rewarding to earn at all.

There is one thing that I haven’t talked about yet and I usually talk about quite early in my articles and that’s the audio of this game. First of all, let’s talk about the sound effects. The sound design of this game is close to perfect. On quite rare occasions, I didn’t hear some trap or pickup sound effects playing, especially during fights but that isn’t such a big deal. These fights are hectic enough when you try to manage large groups of enemies, the sparse health pickups, and the great sound effects of the enemies and weapons.

But I want to talk about the amazing soundtrack by Andrew Hulshult. Now, if this name doesn’t ring a bell. Well, let me just say he created the soundtrack of a little game called Dusk and Wrath: Aeon Of Ruin. Let me just say, if you enjoy the DooM 2016 soundtrack, oh man you are going to enjoy this quite a lot.

Overall, I would recommend this game to people who enjoy retro games and shooters. At its current state, I found this game quite addictive and I had a hard time putting this game down during my summer holidays. Before I knew it, I had put in 11 hours in this game and I’m not bored with it yet. I can’t wait to see what the second episode will bring to the table.

To be honest, I had a really hard time finding negatives to say about this game apart from the fire boss being too tricky for my liking. All the other things are things that are either quite minor or can change because this game is still in active development. I’m going to keep an eye out on this game and maybe you too.

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

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

First Impression: The Great Perhaps (Switch) ~ I Dunno, Time Travel Perhaps?

H2x1_NSwitchDS_TheGreatPerhaps_image1600wDrageus pageSteam pageDevelopers websiteNintendo microsite

Today I want to talk about a game that asks a question. The question of how the world would look like after a big disaster occurred. But, more on the story later in the article. To give full disclosure, I got a review code for this game from the developers of the Switch port Drageus Games for this review. As usual, Drageus Games asked that I gave my 100% true honest opinion. So, that’s what you are going to read in this article. Now, Drageus Games didn’t publish the PC-version. That’s been handled by Daedalic Entertainment of Deponia fame. Anyways, let’s dive right into this adventure game and look at what it has to offer. Should you play or skip this game? Let’s find out. One thing before I continue, feel free to leave a comment in the comment section down below with your opinion on the game and/or the content of this article. 

I dunno, time travel perhaps?

ss_80c8f6807052540764e0c21b6a70cd8f9f84b89b.1920x1080I already started to explain the story in the introduction paragraph of this article. In this game, Earth is destroyed by natural disasters. You play an astronaut that was in his spaceship during the disasters. Now, when you descent back to Earth, you find a lamp that aids you to see the past and interact with it. Together with this lamp, you set out on a journey to find your family and explore what’s left of the Earth.

While the setup of the story is completely different, the story reminded me of another game a bit. In Time Hollow, you also have an object that allows you to interact with the past and you go through a very emotional adventure. But, that’s beside the point, I just wanted to mention that game if the premise of this game interests you, there are also other games with that sort of story nature.

The writing in this game is decent. From what I have seen so far, there was nothing that stuck out as really good or really bad to me. The only thing that stuck a bit out with the mediocre voice acting. I really can’t put my finger onto why but I felt that some lines were either a bit forced or strangely delivered. Maybe it’s the writing itself or the pacing, I can’t tell why exactly but the voice acting isn’t the strongest point in this game.

All in all, this game isn’t that long. This game can take you 2-4 hours of playtime. Currently, I’m in the middle of the game. You do explore various locations from a metro station to a zoo. The thing is, this game isn’t 3D, so it’s quite linear. But, I’ll go more in-depth on this when I’m going to talk about the gameplay.

Trial and error

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This game uses an auto-save system. I’m so glad that it does since this game can be quite tricky at the beginning. One of the first areas you visit is a metro station and I have to say that it wasn’t the most enjoyable experience I had.

I think that two things made my experience frustrating that can be fixed or addressed in an update. The first thing is that the icons for interaction or way too small. The size is bordering on too small when you play the game in handheld mode but when I was playing in the dock, I had to sit a bit too close to my TV for comfort to see the interaction icons.

The 2nd issue was the biggest cause of my frustration. I wasn’t able to get used to the delay of the time traveling. If you travel to the past in the metro station, you have to look out for a train. Your AI-companion does warn you when the train is approaching, but you do still have some time to switch back to the present. I always started to switch back when I visually saw the train approaching. To save yourself some frustration, don’t do that. The delay is long enough so that the train will always hit you and kill you. Keep that delay in mind.

Speaking about that delay, there is a mechanic that I would have implemented quite differently. That is the time you can stay in the past. After a while, a sound effect starts playing to let you know that your time is almost up and that you are going to switch back to the present. The issue I have with this is that the only sign you get is done with audio. Not everybody can hear the audio or is focused on audio-cues. I think it would have been greater if some sort of animation or effect started displaying when the audio starts. You could argue that the flashing of the lamp is a visual clue, I give you that. But, you do have, give or take, a second before it switches back when the final flash happened.

Now, how does this game play? It’s almost like a puzzle-platformer without the platforming. By using your lamp, you have to solve puzzles to go back to the past and the present. Compare the idea a bit with the Harp of Ages from The Legend of Zelda – Oracle of Ages.

There is some trial and error involved in this game. Because there is no real hint system in this game, you do have to try everything you can think of. Unlike the Steam version that has achievements that can help you a bit to steer you in the right direction, you are on your own in this game. You don’t even have some sort of map system or “to do” list that can help you remember what your next objective is. So, this game is a bit old school in that regard. Now, there are achievements in this game but they are less present than in the Steam version.

While it’s easy to die in the present, the respawn time is rather quick. So, if you failed to solve a puzzle, don’t worry, it doesn’t take long in order for you to give it another go. And because the game autosaves frequently, you don’t have to worry about losing too much progress.

Comic book?

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Visually, this game is pretty amazing. Everything has this hand-drawn look to it and is amazingly detailed. Sadly, there were a few moments where I felt that some details were either missed or not clear enough. For example, in the metro station, you can’t pass through a door because it’s damaged. But, the visual damage on the door is only a few scratches on the door itself. That’s like saying that a bush blocks your way and you are unable to walk around it… Isn’t that right Pokémon?

The visual presentation is like you are playing through a comic book. It’s quite clear that a lot of work and thought has been put into the visuals and the backgrounds of this game. I have to compliment the artists on their work since they did an amazing job.

The animations on the other hand aren’t bad but aren’t good either. The jump animation could have been better for example. The character is a bit too static but strangely, a part of the suit does move.

The audiovisual presentation of this game is decent. The music fits the theming and atmosphere of the game like a glove. Now, there isn’t an option to adjust the volume of the music and/or sound effects in the menu. You can only change the master volume in the options.

When digging around in the options menu, I found out that the voice acting can also be in Russian. Apart from that, you can also choose to change the language of the subtitles and the menu system. I find it very strange that you can also change the language of only the menu system honestly. I think that it would have made more sense to merge the subtitle and the menu language option.

So, the UI of this game. Earlier I talked about the too-small interaction icons. The rest of the UI is good apart from some minor things I would have changed. One thing is that I think that the word “Areas” or “Sections” would have fitted better in the main menu instead of “Levels”.

And the second thing I would have changed is that I think that it would have been great that next to “Continue” the name of the area you were in appeared. But this brings me to another point. Why does this game have only one save slot? I mean, this genre screams to have multiple save slots. Especially when you share your Switch! Image that your sibling finished the game and you had to find the point where you were at.

Something that I personally find a huge negative in this game is the lack of an help section. Just image that you take a break from playing this game and you want to pick it back up. That means that you have to relearn all the different mechanics and controls of this game from scrath. That’s a pain in my opinion. It’s just a small feature that can save a lot of people headaches.

Now, I haven’t spoken about the controls. They are quite resposive and I didn’t had a lot of problems with them. Apart from the delay of switching back and forth between the past and the present. But, is this a problem with the controls or the gameplay? You can give arguments for both options.

When I’m reading back this article, you might think that this game isn’t the best or is mediocre. Well, that isn’t 100% true. This game is quite charming and you feel that a lot of care has been put into this game. But, it’s quite rough around the edges. If you are looking for a really polished game, I have to say that you should look elsewhere. If you don’t mind a game that’s a bit rough around the edges, I think this game can be for you.

If you enjoy adventure, point-and-click and/or puzzle games, this game might be an enjoyable time waster. With some additional polish, this game can get even better and then I wouldn’t say that it’s rough around the edges anymore.

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

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.

NekoJonez’s May 2020 Update

NekoJonez176p_(long)Hello, there my dear readers. I think it’s high time to write an update article to talk about a few things that are going on behind the scenes. Since there is a lot going in the world and in my personal life. This update article might be brief, but I hope you will still enjoy reading it. Anyways, let’s get right into the news!

The amazing GIF has been made by the amazing Gao Li.

Personal life

So, due to COVID-19, the world is in a strange place. Currently, in Belgium (where I live), we are in the process of exiting our lockdown. The schools are going to somewhat resume, the companies will restart their production, stores will reopen… Of course, step by step.

During the lockdown, I didn’t sit still at all. I’m working on a ton of projects and putting in a lot of effort into my job. Speaking of my job, something amazing happened! My dream job since childhood has always been working in a school. When I started to develop my passion for computer science, I wanted to become an IT guy at a big school. In December 2019,  I started working in a school in Ghent parttime as my dream job. But, after the week after the Easter Holidays, something magical happened. I got that job full time now. So, yes. I’m now working full time in my dream job. I can’t honestly believe this happened to me. Thank you!

So, I have been spending quite a lot of time on my job. Since a ton of schools now switched to online classes, the IT staff has a ton of support work. There were days that I helped teachers from the early morning until late in the evening. That means that I sometimes didn’t have time to prepare and/or write an article for my blog.

On top of that, my theatre group started something quite unique. We are acting out our version of a popular TV game show here in Belgium called “De Slimste Mens Ter Wereld”. Freely translated, this means: “The Smartest Person on the Planet”. Sadly enough, there isn’t an English article to be found of the show, so I can’t link it to explain the whole format.

Now, the original person who was editing the whole show wasn’t able to continue working on the show. That means that somebody else has to take over. And I’m one of the only people in the group who has the skills and the expertise to actually edit the show. The show airs on Monday – Wednesday, and Fridays. Now, I work to give or take 10 – 15 hours on each episode. So guess what that means, even less time to prepare articles for my blog.

On top of that, there are a few things happening in my private life that makes my life even busier. Things like me studying a new programming language and developing a tool for some friends of mine. So yeah, I haven’t sat still these days.

Blog news

Now, besides working on all the personal projects mentioned above, there are a few things that are blog related as well. Currently, I have 3 developer requests in the pipeline and I have some friends who wanted me to look at their game to help them out in the next projects.

I’m going to try to write these developer requests first before I write about any other games. That means I have to remake my whole schedule. But that isn’t such a big deal.

Currently, I want to focus my time and energy on my job and my theatre group. I think that this isn’t going to come as a surprise, but I think that May might be a big light on articles. Since I’m working on so many things, I don’t always have the time, creativity, energy, and/or motivation to work on an article each week. With a bit of luck, I might be able to publish two articles this month instead of four, but we shall see. It’ll all depend on the time I can put into my blog and prepare myself. Honestly, I prefer delaying an article instead of rushing one out of the door.

To give you an idea to show you how busy I have been, I have published over 500 articles by this point and I haven’t written a special article about it yet. On top of that, I have been blogging for 10 years now! So yeah, there will be a special article for that in the (near) future!

Besides that, I’m also working on fixing a ton of things on my blog. From typos to fixing dead links, broken images, and things like that. Also, I’m toying around with the idea to move my website to a hosting service. But, I’m not 100% sure about that, and undertaking that project will be for the summer holidays at the earliest.

Apart from that, I currently own an XBOX360 now. One of my friends sold his one and I bought it from him. So, that means I might be able to write reviews and articles about XBOX and XBOX360 games in the future. Are there any games I should check out? Feel free to leave a comment about that.

And with that, I have said everything I wanted to say. I’m sorry for the shorter length of the article but that’s all I have time for now. I hope you still enjoyed reading this article and I hope to be able to welcome you to another article in the future. But until then, have a great rest of your day and take care!

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!

Publishing: Silicon Dreams – A New Kickstarter Release

CWB final front page img_cog aligned_wide.png

Hello there, dear readers. Jonez here. Before I let you enjoy the presskit of Silicon Dreams, I want to give you some background information. This game is under development by Clockwork Bird. This studio is the studio that also brought us Spinnortality. A game I took a look at in the summer of 2017. Today they are presenting their new game and the Kickstarter to fund the development. At first, I wanted to write an article about it but due to the lack of time, I was unable to get an article out before the end of the Kickstarter. That’s why I’m publishing the press kit for now. But don’t worry, you will get an article on this game later down the line since the idea behind the game interests me and I’m looking forward to telling you what I think about it. But in any case, without further ado… Here is the press release!

SDLogo_Now on Kickstarter.png

Short pitch

Interrogate androids in this cyberpunk conversation sim. Question androids, manipulate their emotions, gain their trust. Will you expose their secrets to the company, or risk everything to help them achieve independence?

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Long pitch

Artificial intelligence: it’s never been more advanced, more convincing or more affordable! Believable humanoid androids are as common as smartphones. A lawful and subservient android will be treated fairly. Renegades and non-conformists, or those that glitch too often, will, of course, be terminated.

It is your job to tell us which is which. Company policy encourages:

  • Investigation: delve into an android’s life story to truly understand them.
  • Emotional manipulation:  if an android trusts you it is more likely to share its secrets; if it’s angry, it may let something slip; or, perhaps it could be frightened into obedience?
  • Diagnosis: does the android conform to manufacturer specifications?
  • Action: should this android be wiped, or is it fit to return to service?
  • DO NOT allow glitched androids to escape. Our top priority is easing customer anxiety about “rogue androids” and “liberation movements”; we cannot afford to feed into that panic.

Company note: sympathizers who throw around words like “exploitation” and “slavery” will be terminated.

Kickstarter:
https://www.kickstarter.com/projects/1870604859/silicon-dreams-interrogate-androids-in-a-cyberpunk-future

SDLogoFinalv5_KS_centred

Demo: https://clockwork-bird.itch.io/silicon-dreams

Trailer: https://youtu.be/X7tOQh3r7ao

Praise for Spinnortality.png

Screenshots

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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!