First Impression: Paws Of Coal (PC – Steam) ~ Point-And-Dig

Steam store page

Remember a game I reviewed a while ago, called Speed Limit? Well, the developers behind that action game are back with a new title. It’s a point-and-click adventure called Paws of Coal. And it’s a sort of prequel-ish game to another game. A game I actually published the press kit off, when I still did that. Trip the Ark Fantastic. This game is actually a sort of demo for the gameplay for that bigger game, while it’s also a stand-alone short adventure. Oh, and there is also a demo for Trip the Ark Fantastic out, so if you want to give that a go… You can. Now, let’s get our hands dirty with coal and dive into this adventure. Since, GameChuck gave me a press code to review this game, but they always welcome my 100% honest and unfiltered opinion… So, here we go. It’s something I like as well. If you have any thoughts/opinions to share about this game and/or the content of this article, you are more than welcome to share them in the comment section down below.

Editorial note: this review is written when v1.3 was released. While writing, “Month 1” update got released.

Point-And-Dig

In this game, you play as Charles. A hedgehog helping a good old friend. Your friend is a doctor in a mining town investigating a strange illness that’s making a lot of the mining rabbits quite ill in the town. The rabbits actually went on strike since they think the government isn’t doing enough to help them cure the illness. Since our good friend doctor Hopper isn’t able to leave the clinic to investigate… Since, yeah, somebody has to care for the patients… Charles got tapped.

There is no voice acting in this game, not even a bit of grunting. Yet, the writing isn’t affected by that at all. The writing quality is honestly top-notch. I was honestly afraid that the writing was going to be weak or cheesy because this game is essentially a side project, but I was quite surprised. Quite often, I got quite immersed, and the writing actually made me forget that there weren’t too many animations going on while the story is being told.

At one hand, I could start complaining on how it would be more fun with animations that acted out what was being told… But, that was before I realized the style they are going for. This game almost feels like a (grand)parent telling their (grand)children a bedtime story. One with pictures and text at the side. Yet, the content of the story might not always fit a children’s book… it felt somehow nostalgic while I haven’t heard the story before.

I also loved how realistic they made the writing for the story being in an animal kingdom. In sayings, things like skin is replaced with fur and the actual personality of the animals is worked into the writing as well. The only negative I have is that in some spots, it isn’t consistent on how dialogue is shown. Sometimes the text that’s being spoken is in the same style is the text used for descriptions. Apart from that, I barely found any faults. Here and there, a very minor mistake, but most of them were missing ending ” ” ” at spoken sentences.

This game plays like your typical point-and-click game. Yet, there is no real tutorial that explains to you the movement keys. Thankfully, they are listed in the menu behind a button. But is it a bad thing that this game doesn’t have a tutorial? Nah, I don’t think so. Overall, the game is easy to understand and learn. Especially when you have played other point-and-click games like Broken Sword for example. The big difference in this game is that this game is somewhat open-world. You don’t go from one screen/area to the next, you have the whole world open to you from the start, and it’s up to you to find the answers to its many puzzles.

It’s a side-game?

At various moments, I felt that this project didn’t have the main focus of GameChuck. The following paragraphs might look like I’m going to “destroy” this game, but it’s because this game and concept has a lot of potential… but it has some missing polish that’s making the game look bad and unfinished.

One of the best examples is the saving system. The game saves after each dialogue, automatically. Which is great! You do also have three save slots where you can manually save outside of dialogues, no problems there.

But if the save/load slots don’t give the information IF there is a save file in there and/or WHERE that save is… Then we are having issues. What if you are testing things with the different answers you are giving, and you want to see if the dialogue changes from other characters as well? You almost need to write down which save slot is what. Also, you don’t get a message if you want to save over an existing save slot. The current implementation works technically, but it leaves out a lot of information visually.

Something I feel quite conflicted about is the music and sound effects in this game. While this game has some nice orchestral music, it plays too few. There are too many moments of pure silence, even between the tracks repeating. Also, there aren’t enough tracks to play as background music, which means that you hear the same track over and over again. A bit more music tracks as background music would have been amazing.

All in all, the sound effects are great. But, at certain moments, I feel that there are sound effects missing. Especially when you do an action that doesn’t or won’t work. A perfect example of this is the first time you get the prompt to press the “J” key to open up your journal. When you are in dialogues, you can’t open your journal. I was mashing my “J” key, and I thought I encountered a bug. But no, it’s just that the journal doesn’t open during dialogues. In those cases, I’d either play a sound effect or show a little pop-up that communicates that with the player. That way, things don’t feel rough around the edges.

This is something I felt here and there. That this game has some very rough edges. The controls are another great example of that. Currently, there is support to play this game alone with the mouse. Yet, I don’t recommend you do that in the current version, since going in and out of doors doesn’t work currently. Also, there is a roll feature that lets you quickly roll from one place to another… Yet, good luck trying to do that with the mouse controls! It doesn’t work. I highly recommend that you play this game mostly with the keyboard controls. They work a lot better, are snappy and extremely responsive. Also, the tooltips shown on the screen relate to the keyboard controls anyway.

Going for more

Listen, according to this tweet… This game is the first part of the Ark Fantastic universe. Honestly, this gets me quite excited. Since, if we are going to see more games with this high level of world building, writing and visual presentation, we are going to be in for a treat.

Yes, the visual presentation of this game is amazing. Like I said earlier in this article, this game looks like a children’s book you are reading at night to your children. It’s colorful, well detailed, and the atmosphere makes the art almost come to life.

The game also has a handy “TO DO” list for when you are unsure what to do next. You can also put your current theory in your journal to try and find the actual reason and cure for the illness going around in the Burrows. It’s a great detective/point-and-click game that makes you think about what characters are saying and really take notes. I even had several notes on the mystery sprinkled in between my notes for this article.

You can investigate so much, it’s insane. The comments you get on various things, helps to build the world quite a lot. Like, you can also inspect almost every art work to learn more about the world. There are also sometimes more ways than one to get the information you need. You can either go research it via books, or you can research it by going around and talking to the other characters. I especially love the moments where things click and when I finally have a new lead to hunt down next.

This game might be rather short, but it also manages to have multiple endings, so it also has replay value for a point-and-click game, even. I have to be honest, I have been playing this game for 3 – 4 hours, research it quite extensively, and I haven’t solved the mystery just yet. I feel like I’m close, but I haven’t beaten it yet. That’s why I’m only writing a first impression.

But, this game also gave me an amazing first impression at the future of this game, and its universe. Yes, it has some things to polish and work out, like at one place in the game, you can see the ending of the map. Thankfully, we have a developer that updates this game with various quality of life improvements and since the release on May 2nd, we got 4 small updates to the game. Here is one they can fix in the next update, since the “month 1 update” removes the version number… It might be great to also remove that toggle to show it or not from the option menu, don’t you agree?

Speaking about those toggles, this game has some interesting settings. It also has a setting that gives you somewhat of a behind the scenes look at how the game works and was created behind the scenes. It doesn’t contain too many spoilers, if any, I think. You can also make this game harder on yourself by hiding tooltips, so you have to find out what you can interact with and how. But if you want to play this game, I highly recommend that you enable tooltips to not get lost.

To avoid me rambling too long about this game and maybe going into spoiler town… I’m going to wrap up my article here with the following conclusion. This game might have some rough edges in terms of UI, sound effects and music… But, all in all, this game works and it works good. I think that this game has something for every adventure/point-and-click game lover. Knowing the studio behind this and how they take feedback to heart, I’m quite sure that this game and the next games in this universe will grow and become even better.

Don’t misunderstand me when I say that this game has some rough edges, they are anything but game breaking. I have played this game on and off during this month and I haven’t gotten any crash and a very stable framerate. I was excited to see what this interesting point-and-click game “Trip the Ark Fantastic” was going to be and now that I got my first taste of it, I’m hooked. If the next game also polishes the save/load UI and has more music and uses more sound effects to communicate things with the player… I may be in trouble as a reviewer since I may not have too many things to critique anymore.

Give this game a chance when it sounds at all interesting to you. It’s a great experience and I’m conviced that with our feedback the developers can bring us amazing games in this interesting and rich universe. Now, I have to write my usual ending paragraphs and publish this article so I can go back to solving the mystery of the illness. Maybe we should discuss theories in the comment section? I’ll repeat it for the last time, yes this game has rough edges but the positive outweigh the negative by a lot here. Besides, a lot of the rough edges can and may be patched in the future… So yeah.

With that said, I want to thank you so much for reading this article. I hope you enjoyed reading it as much as I enjoyed writing it. I hope to welcome you in another one! But until then, have a great rest of your day and take care!

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First Impression: Pokémon Scarlet & Violet (Switch) ~ Closer To Good

Pokémon.com micrositeWikipedia

It has been a while since the latest Pokémon game came out. Honestly, I expected myself beating this game a lot sooner. But, we are now over half a year later, and I haven’t beaten the game yet. What’s going on? Is this game the first Pokémon game I’m going to drop or did I get distracted? Well, I have some opinions on this game and I wanted to talk about this game… but, I was unable to find the right words or a great angle to write about this game. So, this week I decided to give myself time till my writing day and then sit down and give my opinion on this game. In the meantime, I have almost completed the game but since I haven’t, this is going to be a first impression. And of course, I’m going to invite you to leave a comment in the comment section down below with your thoughts and/or opinions on the game and/or the content of this article. Since, this game is something else… It split the fanbase into two camps, and I want to talk about it.

There is a story?

In this game, you play as a student who enrolls into the local Academy. It doesn’t take long before your usual adventure in the Paldea region starts. The introduction in this game is something you’d expect from a Pokémon game.

After the headmaster visits you, you can pick your starter Pokémon and go attend school. You meet your rival on your way to school and not too long after, you get introduced to the actual main story of this game. The treasure hunt.

This treasure hunt is sort of a final exam / field expedition. Whilst you want to start your treasure hunt, you get introduced to the three different story lines that will go on.

Two out of the three story lines are your typical Pokémon affair. The first story line is your journey to become a Pokémon Master, by defeating the 8 gyms spread across the region and then taking on the Pokémon League. The second story line is what I call the “Team Rocket” story line. Basically, taking on the evil team of the game. But, in this game, we also have a third story line. This is a nice change of pace and adds a bit more depth to the game.

In terms of writing, this game is fine for what it sets out to do. If you expect a more mature Pokémon game story, you won’t find it here. The story is more aimed at young children and teens. My biggest problem with the story is that it’s too tame most of the time. There is no real tension, no real line to pull you into the story.

Yes, the evil team this time around isn’t just your cheerleading squad for one of the major side characters. Looking at you, Sword and Shield. No, this time it’s a team of students that ran away from school. Delinquents, if you will. If only they did a bit more to stand out. Besides your first interaction with them, they barely do anything outside their bases. On top of that, their bases are generic, I have a hard time telling their bases apart.

I totally understand that it’s difficult to create an open world game and having a story that really pulls you in. Since, you never know where the player is going to go next and if you lead the player too much, they might feel that the game is too linear and scripted. But, I’m convinced that you can do more than what this game does.

Let’s keep with the evil team, Team Star, as an example. Your first encounter is at the school gates. You fight two grunts that are causing a small bit of ruckus. After you have beaten them, you get some backstory and during the start of the treasure hunt… You get challenged to take down their bases. That’s cool, great setup. But, the annoying thing is that the gameplay behind that turns into almost additional gym battles.

We never see Team Star take over a village or do something. There is no actual reason to interact with Team Star besides for the story. When will we see the evil team actually being evil or being a danger to the player? That’s what I feel that the story in this game is missing. It feels like an afterthought, a way to get the player to point A to B. I feel that The Legend of Zelda – Breath of the Wild did it a lot better. In that game, we as a player have a reason to go out and explore. We need to gear up to defeat Ganon and save the world.

In this game, we … Explore the world because it’s “homework”. I’m sorry, but the story is swinging a miss in this game. Maybe I’m a bit too old, or maybe I’m being too critical, but it’s too safe. Yes, you have three separate story lines, and they are fine, but they never cross paths with each other and there are not of hooks for the player to want to follow along and continue the story. I really don’t get what other reviewers are seeing in this story.

After a lot of thought, I think I can explain why I’m not clicking with the story. First, like I said, it’s too safe. There is no lurking threat in the world that make you want to save this world or want to see what happens next. The closest of the three story lines is actually the new story line. Where you help heal a sick Pokémon.

Secondly, it lacks a lot of progression. Most of the tension of the story stays on a flat line. For example, let’s take the Team Star story line. There is no real worry in Team Star after you defeated the other bases. I mean, I don’t notice anything different when I have defeated one or three bases. Yes, the interactions at the start and after beaten the base are a bit different… But, you have the gameplay loop is always the same in the bases.

And third, the gameplay is working against it. For an example, you can read the paragraph above. Another example is that the trainers on the routes don’t notice you anymore, like in the previous games. Yes, you have to interact with them before they start a battle. So, you don’t naturally level up anymore and that way you have to grind… And that way, the player is more focused on the gameplay than on the story. Also, the dialogue isn’t different if you are rematching a gym leader after being defeated by the leader for one or more times… I mean, come on, things have to work in tandem for it to work.

Re-heated dinner

One of the best ways I feel to describe this game is that it’s a re-heated dinner. Of course, those dinners can still be extremely tasty, but it isn’t fresh anymore, and you don’t know which parts are heated enough or need more heating.

This game has a lot of going for it. I love the fact that this is one of the first main line Pokémon games that isn’t linear. You can choose where to progress and decide your own pace.

Sadly, I have to mention the elephant in the room. This game has a lot of issues in terms of performance. The frame rate can dip in some areas, but the texture pop-in is awful.

You can mostly see this problem in large area’s. You see the environment loading in, in the distance. It’s like the render distance is too far to begin with. If this was created by a small team of developers, I could understand. It’s an ambitious big open world and some areas might be rough. But, this is Game Freak we are talking about. I feel that they stretched themselves too thin. Since 2010, we are roughly getting a Pokémon game every year. And we got two big titles last year.

The more that I played this game, the more I got the feeling that the ambition for this game was too big. I’m just glad that this game doesn’t have a lot of game breaking issues. Or at least, I haven’t encountered any. According to this article from the Sun, the raids might be broken… But to be honest, I don’t really bother with the raids. I don’t like the gameplay loop of raids and I feel like it’s a boring, very optional activity.

Just like the camping and sandwich mechanics in this game. Sure, it’s amazing they are in this game and add some depth we Pokémon fans are asking for… But, it feels undercooked. I have to be honest, I haven’t bothered using the camping at all. I had even forgotten that it were mechanics in the game.

Now, a mechanic that really hits its mark in my opinion is the gimmick mechanic of this region. Terastallization is such a unique idea, and it works extremely well. The gist of the gimmick is that Pokémon can become a crystal form of themselves. Depending on the Pokémon, they either hold their typing or change into a different type. This adds another strategy layer upon the game. I really like this mechanic over some of the previous gimmicks. You can even change the Tera type of your Pokémon to obtain an edge in battle. I’d explain it all in depth, but I’ll let this amazing NintendoLife article handle that.

Something I also really like is how you get a fast way to explore this quite open landscape. The world feels real and is a lot of fun to explore. The bike legendary Pokémon you get is a godsend. To be honest, I would have complained quite a bit if you only could walk everywhere. Since the walking speed isn’t that fast. It’s also cool that you can upgrade the abilities of your ride during the story.

But, then again… The world feels too empty. There are areas that are just devoid of anything. Barely any wild Pokémon walking around, items to find or trainers to battle. Yes, wild Pokémon walk around visibly and they are to scale. You can let the Pokémon that’s first in your party also run around to battle and gain XP automatically. Too bad that your partner Pokémon is too slow to keep up with your ride.

There are also different type of items in the world. There are materials and items. The items are just like in previous Pokémon games where you have potions, healing items, TM’s, Pokéballs… to name just a few types. But you also have materials you have to use to craft TM’s. Yes, craft TM’s. They are finally single use again but you can stop at Pokémon Centers to go to the TM machine and craft a TM again if you have the needed materials. And you can find materials to craft new sandwiches too.

I feel like Game Freak had a long list of things they wanted to implement. But in some areas they didn’t succeed. For example, the Pokémon Centers are just a joke now. They feel like a gas stop at the side of the road, if that even. A small food truck is a better description. Each Pokémon Center feels copy pasted everywhere. There are also barely any unique characters around in the Pokémon Centers…

Also, healing with healing items is a bit broken. You have to use each potion one by one while you can choose to use more than one XP candy at the same time. Oh, and when you want to heal more than one Pokémon, you have to reselect the healing item.

What the future holds and gives

I have to be honest, I have written a lot of drafts for this review. There is so much this game does right but there are also various fundemental things where this game swings a miss. Let me give another example: It has a more expansive story but all the characteres are still silent. Not even small grunts like in Breath of the Wild.

The fact you can finally control the camera during Pokémon battles to a degree is great fun… But, the visual mess you can create sometimes is just shameful.

There are so many buildings in the villages now but so many of them are just set decoration. To the point where there is barely any additional lore to be found. No unique thing that sets the villages apart, apart from their geographical location. And all special locations are visited during the story at some point… So, yeah.

The controls are extremely responsive in this game, but the map screen is a nightmare to use. It’s a bit too easy to zoom in and out, there is no easy way to center the map or to go to your location. A lot of times I had to rotate the map since I wasn’t sure where I was in the region.

The music in this game is something where I don’t have any complaints about. The music in this game has the amazing mix between new and oldschool Pokémon music and it does quite a lot for the atmosphere. I highly recommend that you play this game with a good sound system or a good headset. Since, that’s what is giving the areas some more atmosphere and brings the game more to life.

There is also a day and night cycle in this game that isn’t linked to the real life day night cycle. It’s just like in Minecraft, but in this game the length of the cycle is a lot longer. It’s almost an hour and twenty mintues, give or take. This makes it enjoyable since you don’t have to devote time at a certain part of the day to try and catch a night Pokémon. Then again, it looses that charm too… So, it’s a double edged sword with no right answer.

Listen, I could keep talking about this game for a while longer but I think I have talked about the biggest things I wanted to talk about. I think I have explained why this game split the fanbase into two. There are some people who dislike this game because of all the technical problems and some of the shallow parts of the game… yet, there are people who like this game because it’s that big open world Pokémon game that finally dares to take the plunge into doing something new instead of holding to the “8 gyms and defeat evil team along the way” story from all previous gens.

It finally has more mechanics, more depth but parts are unpolished and we don’t know if that polish is going to come or if they are more focusing on all the DLC and/or this year’s big Pokémon title. Personally, I’m curious to see where they are taking the series next. If this was their first attempt on the open world Pokémon game… I have to say that it was a nice attempt.

My personal advice for the next game is to scale the scope down by a lot. I’d rather see a polished and well crafted game then a game where there is a lot to do but nothing has depth. Like, you have two types of currencies but you can use both of them for everything. (Thank god by the way that you don’t make these microtransactions, or all hell would have broken loose.) Make your mechanics unique, meaningfull and fun to use. Focus on that and on the technical aspect and the rest will come. You can always add more depth in updates and/or DLC.

Before I start rambling about this game for too long, I think it’s high time to write the conclusion. What do I think about this game? Well, I think that this is your typical 7/10 game. It has a lot going for it but it’s rough. Very rough sometimes in the technical department. But, it isn’t unplayable or unenjoyable… it has just some (very) low moments and these make the high moments sometimes taste bittersweet. I’m enjoying myself while playing this game, but it was a good idea to enjoy this game in chuncks since it came out.

In any case, that’s everything I wanted to say about this game for now. I’m rather curious what you think about my article. Feel free to leave a comment in the comment section down below. I also 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: The Safe Place (PC – Steam) ~ Playing With Emotions

Steam store page

Remember two games I have talked about in the past before? Little Kite and Repentant? Well, the developer Anate Studio released his newest game last month. The developer was so kind to provide me with a press key to review and talk about this game before release. But, due to life getting extremely busy… I didn’t have the time to actually write something about this game until today. As usual, you’ll get my 100% honest opinion about this game and if this new point-and-click game is worth your time or not. If this world is really a safe place right now, or if we should do something about it. In any case, let’s dive right into it, and feel free to leave a comment in the comment section down below with your thoughts and/or opinions on this game and/or the content of this article. I’m always curious to read those.

Editorial note: this article is written while the game was in v1.1

Playing with emotions

Just like in all previous Anate Studio’s games, this game tackles heavy subjects. In this game, the story is about self-sacrifice and a troubled childhood. In this game, you play as an engineer, Alexander. He lives in the post-Soviet era, which was in the midst of an economic crisis.

One night, he meets a young girl called Christina while waiting for the bus. Things go south from there, and Alexander commits a murder in front of her and covers it up. While the girl promises to keep silent when he helps her, things might and will go even more south from there.

In terms of writing, the story is well tense. There are two majors threats loomed over our main character and they are equally thrilling. Should Alexander deal with the troubles of the economic crisis, or should Alexander make sure that all the traces to the murder are covered up? This struggle also comes back in the writing, making it even more tense for you as the player.

Something I want to mention as well, is that I found it extremely lovely to see the dev diaries on the studio’s YouTube channel. For example, in this video, we see how the first scene is inspired by a real life bridge in Ukraine. You see it all come together in a time-lapse, and you see how much detail and love has been put into this game.

This whole game is also voice acted. I have to say that compared to the previous game, the voice acting has improved quite a lot. The voice acting is a lot less monotone and has a bit more feeling into it. From the three games I have played from this studio, I feel that this is the best voice acting yet. While the voice acting has been improved, it’s still a bit jarring that there is no lip-syncing. So, you will hear the characters talking but not see them talking, you know.

The only critique I have about the voice acting is something I’m unsure is a critique of the voice acting, sound mixing and/or the visuals. It sounds and looks the same when you have thoughts and spoken dialogue. Thankfully, this doesn’t happen very often, so it isn’t a big problem. But, maybe for the next games, have a sort of little distortion on the thoughts and display that text in cursive. Something quite similar has been done by the ports of 999: 9 Hours, 9 Doors, 9 People, and it works extremely well when you are not picking up on context clues.

Before I move on, this time the game is only in English and Ukrainian. I only speak Dutch and English and a bit of French. I know a little bit of German, so I’m only going to stick with the language I understand and I can judge. So, this comes from somebody who doesn’t know any Ukrainian but from what I heard from the voice-over demo on the developer YouTube channel, it sounds pretty good as well.

Drawn by hand

I touched upon this earlier, but visually, this game is extremely detailed. Just look at this screenshot I have placed here. Every environment you visit is highly detailed and looks amazing.

Now, I have chosen this screenshot intentionally. Since, there is a minor issue I want to talk about here. On the desk in the bottom left, there are several items you can pick up. When you click on the desk, the camera zooms in. But, you can still move your character.

This leads to it feeling a bit janky in my opinion. Since, at first I didn’t know how to exit the zoomed in screen and when I learned I could just click on the top to walk away… I felt like you didn’t know what the restrictions were in the zoomed in area. So, if you work with a mechanic like this… Make it evident to the player how they can exit that zoomed in screen and don’t allow the character to move.

In any case, I wanted to talk about the visual presentation of this game. Overall, this game looks amazing. In addition to that, the animations in this game are decent. Some of them don’t really work in my opinion. I mean, the back and forth swaying from some characters feels out of place. It feels a bit unnatural. I can understand that from a gameplay standpoint that it makes the characters stand out more, but it looks a bit silly sometimes. Something I would love to see in future games is that the characters are more expressive, especially in dialogue. Now, they go through the same short animation cycle, and having them more expressive would make the game come more alive.

I hope that you aren’t getting the impression that this game is unpolished or that it’s broken. It isn’t. I’m just quite impressed by the leaps forwards that the developer made compared with the previous two titles, and I just want to see their games become even better. For example, in the previous game you only had a few hints you could use, and you had a set number. In this game, the hint system is miles better. In each area, there are several statues hidden. These statues can unlock an image sequence for you to get a hint. But be careful, since you can unlock an image sequence for a puzzle you already completed. And on top of that, there aren’t enough statues to unlock every hint tree. So, look for them and use them wisely. Since, they are hidden extremely well.

If you know what to do, this game will take you roughly two and a half hours. This game is longer than the two previous titles in this trilogy. Yes, the two games mentioned in the introduction are part of this game. Now, you don’t need to play the two previous games to understand everything in this game. But this game is as long as the two previous ones combined.

Sound support

Earlier in this article, I said that the characters should be more expressive. But, there is another side of the coin. Sometimes, the lack of animation works in the visuals in their favor. Since, the sound design and sound effects make your head fill in a lot of details.

The sound effects really play a support role, sometimes to make the world come more alive. A small piece of advice I’d give is that in the next game you have some sort of subtitles for the sound effects as well for the hard of hearing/deaf people in your next game.

Something that shouldn’t change is the soundtrack. The soundtrack fits this game like a glove. It sounds atmospheric and creepy sometimes. And like I said, it fits the atmosphere amazingly. A rather common complaint from the previous game was sometimes the music and sound effects were louder than the voice acting, this is anything but a problem in this game.

This game controls extremely well. In this game, you almost exclusively use the left mouse button to control the game. This makes the game quite easy to learn. You might think that due to the very detailed art style, it’s not always clear where to click on. But the cursor turns into a nice hand icon when you can interact with something, and you can click the magnifying glass in the left corner to make sure you have investigated every spot.

Now, sadly there are a few complaints I have about this game. The first complaint is that activating the running in this game is quite tricky sometimes. I wasn’t always able to get the running to work, and the main character walks rather slow sometimes.

The two other complaints I have about this game are more UI based. Which is a shame, since they drag the amazingly crafted UI down. For of all, I find it a mistake that there is no save time in the load menu. This game has an auto-save system, but it’s unclear what the latest save is. There is also no way to manually save, either. So, you’ll have to rely on the auto-saving of this game. And that doesn’t happen quite often, only after certain specific events.

The second complaint about the UI I have is something of a pet peeve. Since there are multiple words for something, it’s always handy to have each item named. For example, you have a broom handle or broom stick. These names I’d love to see in the inventory. Since, when you don’t play this game in one sitting, it’s extremely handy to quickly hover over the items to quickly catch up with the items in your inventory.

All in all, this game is a huge improvement compared to the previous titles. The puzzles are quite challenging, and it feels quite rewarding to figure them out. The game has some issues for sure, but comparing the first titles of this developer with this game, it’s impressive how far this developer has come. A better hint system, better voice acting, a longer story and adventure… There is also a demo for this game if you are unsure if you want to pay the 12 euros for it.

The biggest issues I have about this game are rather small in the overall picture. My biggest annoyances in during playing were the running not always working as I hoped and the back and non-expressive characters during dialogue. I mean, the voice acting is so much better, but the animation needs to follow. You can’t have two back and forth sawing characters having a heated discussion.

So yeah, if those are the only two major complaints about an adventure game that’s well written and drags you into a emotionally gut-wrenching story with amazingly handcrafted enviroments… I mean, what’s stopped from me to recommend this game to everybody who enjoys adventure and/or point-and-click games? Nothing! I’m convinced that the next games will have more improvements since this developer works almost alone on these titles and the quality he is able to put out is really worth your time and attention.

And if you’d excuse me now…. I have a game to finish. So, that’s everything I wanted to say about this game for now. 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: PARANORMASIGHT: The Seven Mysteries of Honjo (Switch) ~ Playing Around With Curses

Nintendo.com micrositeSquare Enix microsite

How far will you go to revive somebody from the death? Do you believe in the paranormal, or are those just story mechanics for a great campfire story? Those are some questions you have to ask yourself while playing this game. A horror visual novel that got released in March 2023, developed and published by Square Enix. Currently, you can play this game on the Nintendo Switch and Steam. But, you can also play it on your mobile phone. But wait a minute, that might be a worrying sign. If this game is also playable on phones, it might be filled with microtransactions or might not have too much depth. Now, I have already played a bunch of this game so, I’ll tell you if you should play or skip this game in this spoiler free review/first impression of this game. So, let’s dive right into it while I invite you to leave a comment in the comment section with your thoughts and/or opinions on the game and/or the content of this article.

Editorial note: this game is rated 16+ and covers some subjects that might be sensitive for some people. Digression is advised.

Playing Around With Curses

I have quite the weak spot for adventure visual novels. Games that take you through a tense and thrilling story with a lot of twists and turns. Games like the Zero Escape trilogy, Danganronpa, Trace Memory and Death Mark are just a few examples that come to mind. So, when I read in the flavor text in the Nintendo eShop that this game takes you on a journey to discover the truth behind seven folk tale mysteries… Oh man, I purchased the game right away.

And let me tell you, the flavor text isn’t lying in the eShop. The story of this game really delivers. The story is indeed about how far would somebody go to bring somebody back from the death. There is no voice acting in this game, but the pacing of the text and the sound effects really add to the atmosphere.

In this game, you also play as different characters. You’ll experience the story from their perspective. Slowly, but surely, you get more pieces of the puzzle before everything falls into place. The story is the strongest point in this game, and it took some fascinating twists. It left me puzzled several times, and it hooked me into playing the next chapter or trying to look for a solution when I got stuck.

That’s something that can happen. You can get stuck in a chapter because you need to finish something else in another chapter. Thankfully, we have a helper. The storyteller is there to help you when you reach a game over or a dead end. When you reach that dead end or game over several times, the storyteller gives some small hint to nudge you into the right direction to progress in the game. It’s an amazing system, since you don’t get the solution right away, but you don’t get frustrated because you are stuck or don’t directly understand what you need to do differently.

It’s more than a painting

You might have noticed from the screenshots, but visually, this game looks like a dark version of Okami. Everything in this game is hand drawn in a sort of manga/comic book style. And not only that, the environments are drawn with the help of the Tourism Division, the local museum, local community and the tourist association of Sumida, Tokyo. So, we are exploring places that are based or extremely close to how they look in real life.

Visually, the game looks gorgeous. Something that surprised me even more is that even with the few animations this game has during dialogues and gameplay segments, this game is still quite immersive. Together with great use of sound effects, camera angles and filters… the well paced dialogue really comes to live. Sometimes I really felt that I was standing next to the characters.

While I can totally understand that some people would want a bit more expression and visual stuff happening in their games, I think they found the right balance in this game. The only thing that sometimes looks a bit weird are the mouth movements of some characters. I felt like the mouth opened a bit too wide. But then again, I don’t speak any Japanese, so who I’m to judge?

In various places, you can look around in 360°. And sometimes that hides secrets. There are 20 hidden stickers of Mocking Birds in this game. And let me tell you, they are hidden quite well. You have to really investigate the area’s really well to find them all. In your overview of the stickers you have or haven’t collected, you can see a little hint on the ones you haven’t collected. And let me tell you, these hints are extremely vague. One hint even says: “Jackpot”.

Now, this brings me to the UI. Let’s first talk about the menu’s before we talk about the gameplay. The main menu of this game is extremely simple. You have a resume button, a button for the options menu and a button for the credits. Now, in game, the pause/inventory menu is opened by pressing “X”. Now, you can control this menu two ways. You can either use the left joystick as a sort of mouse pointer and the “A” button to click. Or, you can navigate it almost all the other buttons. It took a little bit of getting used to, but as soon as I got the hang of it… It was quite easy.

You can also see a dialogue log in this pause menu, which is sometimes very handy when you clicked something away too fast or just want to read up on something. There is also quite the extensive file system. There is a lot of information stored in there that also gets updated the further you get into the game. You always get a notification if something gets added or updated, and you can see the updated or added files easily in the “New” tab. The only thing I’m missing from these files is a sort of search feature. Since, sometimes I have to dig a bit too much… But then again, that’s half the fun of the game, too.

This game has an amazing autosave feature. When you exit the game and restart it, you almost always pick up right from where you left off. There is also a save and load system. You get five save slots, but you can load these from the main menu. If you want to use these save slots to share the game with somebody else… Be wary of the autosave, since it overwrites quite quickly. So, with a bit of using the manual save/load system you can have different profiles, but that isn’t built in.

Choose your words wisely.

In this game, you have to be on your toes. You really need to be careful how you approach each interaction, since one wrong move can mean the end.

Thankfully, this game isn’t a kinetic novel. There is some gameplay in this game. First, you have to look around for clues to progress into the story. Sometimes you can’t even progress in a dialogue when you haven’t found the right clues in the area.

Second, you have to choose the right dialogue options. Like I said earlier, be careful that you choose the right option.

Third, there are some puzzles. The biggest hint I can give you in these puzzles is that you really need to take note of what you learn. Sometimes, the answer to a previous puzzle or another chapter can give you a hint to solve the new puzzle.

Now, something that might put people off from this game is that this game is on the light side in terms of gameplay. I feel that this game could have benefitted from a bit more puzzles, different from choosing the correct path in a dialogue tree. While the game and story is still fun and a blast to go through, I feel like some chapters are more used as exposition dumps than as gameplay. But then again, if you’d ask me to give an example, I’d draw a blank. Maybe more puzzles would ruin the pacing? It’s something on which I’m on the fence about.

If I really have to critique something in this game, then it’s lack of a sensitivity slider for the mouse cursor in the options menu. The speed is perfectly fine in handheld mode, but if you play this game on a bigger TV, it’s a bit too slow. Another complaint I have read about this game is how you have to enter the dialogue tree after you finish a conversation, that might be annoying for some people, but I didn’t find that too big of a deal.

Something I can’t complain about is the music in this game. The music in this game is already a part of my playlist of amazing video game music. It really adds to the atmosphere of the game, and it’s a joy to listen too. It’s also used in very effective ways to make scenes more tense or scary when they need too. If I’d have to describe the soundtrack of this game, I’d say that it’s something like AI: The Somnium Files. I can’t really put a genre on it for the life of me.

Now, this game is only 20 euros on the eShop. For that, you get a 12 to 14 hour game. I have to say, that it’s quite impressive that we get a full game like for that price. It has no silly DLC or microtransactions. So, that’s another bonus for this game.

Just like how you have different control options in this game. You can play this game without your Joycons at all. Well, only in handheld mode that is. Granted, the point-and-click interface might be a bit slow on big TV’s with a controller and the menu UI needs a bit of getting used too, but those are the only complaints I have about the controls.

In general, if you enjoy games like I said in the introduction… This game is a no-brainer recommendation. It’s one of the better visual novel games that I have played recently and apart from a few slower moments, I have barely anything negative to say about this game that doesn’t go in the nitpicky category. Now, if you don’t like reading too much in your games or want more action in your adventure games… I can almost assure you that this game isn’t for you. But, it might be worth it to check out a let’s play online, since this story is really something. It really throws you for a loop sometimes and really takes you on a ride.

In any case, that’s everything I wanted to say about this game for now. I want to thank you so much for reading this article and I hope you enjoyed reading it as much as I enjoyed writing it. I hope to be able to welcome in another article but until then, have a great rest of your day and take care.

Review: Resident Evil 8 – Village (PS4) ~ Putting Together Rose.

Official websiteWikipedia entry

One of my favorite genres is action adventure games. The Indiana Jones, Tomb Raider and Uncharted games are just a few examples. And I don’t mind when you sprinkle in a bit of horror like in Fatal Frame or Silent Hill. Now, I have played Resident Evil in the past and I have gotten quite far in Resident Evil 4. So, at the start of 2023, I decided to pick up Resident Evil Village on my PS4, since it was on a massive sale, and I was able to grab it with all the DLC for €10. So, was that a good decision? Or should I have skipped this one? Is it a bad thing that I haven’t finished Resident Evil 7? These are all interesting questions that I’m going to answer and maybe you too. Because, I invite you to leave a comment in the comment section down below with your thoughts and/or opinions on the game and/or the content of this article. And just before we start the article, I want to mention that this game was played on my PS4 Pro and I have only played the single player campaign on the default difficulty. I haven’t played a lot of the other modes and I haven’t played a second of the VR mode in this game.

Putting together Rose

This game is a direct story sequel of Resident Evil 7. While I own Resident Evil 7, I haven’t finished the game yet. In a matter of fact, I’m still at the beginning of the game. I didn’t finish that game because I got distracted by other games and I haven’t made the time yet to finish the game.

Now, if you dislike spoilers, I’m afraid to say that the intro to this game spoils the whole ending of Resident Evil 7. Thankfully, you don’t have to have played Resident Evil 7 to understand the story and what’s going on in Resident Evil 8. I’m sure that some references and story beats went over my head, but I take that.

One thing is for sure, now that I have finished Resident Evil 8, I want to finish Resident Evil 7 as well. How did Ethan Winters get in this mess? Ethan Winters is the character you play as in this game. After being kidnapped in your own home and the car being attacked, Ethan lands in a strange village filled with monsters. The opening story beats are in a way similar to Silent Hill 1’s opening if you squint and ignore a lot of details. But I’m going to explain it like that to avoid spoilers of this game.

Let me just say that the world building and overarching story in this game is amazingly put together. The mystery in this game is great, and it leads to an ending that I didn’t see coming at all. The ending leaves so much open for a potential sequel or continuation of the story, it’s insane.

Now, you can experience this game in various modes. I played this game in 3rd person, since I feel that’s the way how Resident Evil games should be played. And it’s a decision I don’t regret at all. Since, the voice acting in this game gets so much more powerful when you see Ethan’s full character model in cutscenes. Not only is the voice acting of the voice actors extremely well done, the sound design of the voices adds so much. The amount of times I was able to hear an enemy crawl up to me and take the right action during combat… I lost track of counting.

I was very immersed in the story of this game. The world building, the story, the additional notes scattered around, and the voice acting are just a few examples of things that this game does really well. The only thing that this game isn’t, is a survival horror game. Maybe it gets more tense when you play on the higher difficulty settings but on the default difficulty, this game isn’t too difficult. And it’s a shame, since I feel that the easier difficulty in this game drags it down a bit.

It’s not that the game holds your hand, but it’s that the game is a bit too easy. There are a lot of signs and moments where the game tries something unique to spice up the gameplay like having a big vampire hunting you down in one section… But by then, that section is reaching its conclusion, so it’s over before you know it.

But, how is it?

I think it’s fair to say that the 8th mainline entry in the Resident Evil series takes some inspiration from the 4th entry. This game feels a lot like Resident Evil 4 in core concepts. Which isn’t a bad thing, but it might not be what Resident Evil fans expect from the series.

I’m just thankful that this game doesn’t overfocus on action like in Resident Evil 5 and 6. In this game, you are having an adventure trying to find answers to various questions.

I’m going to describe the next section for avoid spoilers reasons a bit vague. But, the gist of this game is that there are, depending on how you count, 5 main area’s in this game. One hub area and 4 other sections.

Each of these sections have their own theming and puzzles. You have to explore each one of those sections, trying to find the next puzzle piece to progress. All the while you avoid enemies and loot your environment for supplies. You mostly use these supplies to craft more ammo since some of these enemies you fight either come in mass quantity or are anything but push overs.

Overall, most of the puzzles in this game aren’t too difficult when you pay attention. Only once I looked at a walkthrough because I totally forgot about a mechanic that actually held the solution. Now, something I really liked in this game is how the map system gives you a clue if you got everything in a certain room or not. When the room is colored red on your map, there is still something of value to be found in that room. If it’s blue, you got it all. I really enjoyed looking in every corner to try to find some more items or treasure to get more cash. Do know, that this only counts for rooms, so outside areas don’t follow this mechanic.

The map system is a really great tool to aid you in puzzles. It’s filled with handy notes to quickly find certain locations back when you got the required item. Or it’s a hint on which item you need to find to progress or open that location. So, if you are stuck… Keep an eye on your map. It saved me a handful of times.

Usually, I’m really hesitant when it comes to shooting weapons while playing on a controller. I feel that you can’t aim as well as with a mouse. Of course, there is aim assist but still… Somehow it feels strange in my mind. But, in this game I didn’t have a lot of trouble during combat. I enjoyed the tense moments in combat. The weight of the weapons and trying to find the correct weapon for the situation felt quite rewarding.

While playing this game, I often felt like I was playing the newer Tomb Raider games. The story takes a little backseat in during the campaign but it ramps up near the finale. Also, near the finale it gets more clear that this game is a more cinametic experience then an action adventure game. I have read reviews from other players who call this game a walking simulator. While that’s extremely harsh, some moments do feel like that sadly.

Visually, most of this game looks quite stunning. The enviroment and character models look mighty fine. There were a few textures here and there that felt last gen like dense grass. Granted, I saw that drop in some textures when I disabled HDR in my PlayStation since I think my fan isn’t supporting HDR. But, besides that tall grass texture, this game looks amazing. There are even a lot of throwbacks and easter eggs in the visuals and animations for long time Resident Evil fans to enjoy.

Speaking of animation, the animation in this game gets an A+ from me. The only nitpick I have is that the death animation of some enemies is a bit too long so it gets confusing if you have downed an enemy or if you have killed it. But, apart from that, the animations are so immersive. To that point that I sometimes had a hard time knowing when a cutscene starts or ends. Not only that, sometimes I really felt the punches I threw or the gun being shot.

Survival with a handbrake

The soundtrack in this game is also well crafted. It adds to the creepy and spooky atmosphere of this game. The score for this game feels like a more orchestral version of the Zero Escape soundtrack. When it’s not tense and making you nervous that there is something behind you, the soundtrack is loud and proud. It made me sit on the edge of my seat sometimes.

The only thing I regret is that I didn’t play the whole game with my bluetooth headset on. I only played the finale with my bluetooth headset and let me tell you, it makes the soundtrack that much stronger. It also helps with the sound design. The growls of the enemies are that much creepier when they are creeping up on you.

The controls in this game get a chef’s kiss from me. They all felt really natural and responsive. I only had some occasional janky moments when trying to run and duck underneath something. Since clicking the left stick once is going in or out of a crouch and pressing and holding the left stick is actually running. And in tense moments, the game didn’t always recognise that correctly.

In terms of UI, the only complaint I have is that the map screen and the inventory are two seperate menu’s. This is something that tripped me up multiple times. But, that’s the only complaint I have about the UI. The UI is perfectly designed and everything is easy to find and navigate. So, I was able to tweak the settings in the option menu to my liking. Since, I felt that the sensitivity of the aiming wasn’t fast enough.

The amount of things you can change in the options menu is just perfect. You even unlock some interesting stuff after you have beaten the game once which you can toggle on or off. Something I liked as well, was the fact that you get a warning before you an buy an attachment to a gun you don’t own.

Sadly, there are some glitches in this game as well. Thankfully, I have only experienced a few, but I have seen some strange things online and especially with the speedrun of this game… This game has some crazy out of bounds glitches. I even found one in my playthrough. Thankfully, you have a restart button in the pause menu to go back to your latest save, but the fact that it is there…

Apart from that, I mostly had a glitch free experience. I did have some graphical pop-in in the late game but that might be because after I had beaten the game, I discovered that my HDMI cable was going so that take with a grain of salt.

I do have one nitpick I have to mention as well. I find that the credits’ text didn’t had the best contrast to the background and I was unable to read some names because of that. I usually reference the credits to know if my research is correct.

Now that I have beaten this game, a lot of additional content got unlocked. Currently, I’m playing through the DLC Shadow of Rose. But, I think I’m going to do something unique for this game. I’m going to play through the additional and bonus content and write a follow up review article and tell you if my thoughts and opinions on this game changed. So, if you want to read that, feel free to subscribe to my blog and you’ll get it an e-mail when it’s published. It’s also a good idea to follow me on Twitter to get the latest updates.

So, I have beaten this game in give or take 9 hours. I was able to save quite easily at save spots or rely a bit on the auto save here and there. Now, from what I read, I still have at least three hours of DLC content and some additional game modes to play through. I feel that this game is a bit short and uses it’s idea’s a bit too quickly. Similar games go on for at least 3 – 4 more hours. But, that’s what the additional content will bring. So, if you want to get the most out of this game, I encourage you to buy the DLC as well.

Conclusion

The good:

+ Great visuals

+ Great soundtrack and sound design.

+ Great voice acting

+ An adrenline rollercoaster from start to finish

The bad:

– A bit too easy, no real survival elements in this game.

– Over too fast, some idea’s could have been used more/better.

The final thoughts:

You know what this game feels like in the end? Like you are eating the best french fries you have ever eaten but without any sauce. No ketchup or mayo, just french fries. While you still enjoy these french fries since they are the best you ever had, you still feel that there is something missing.

This game does a lot of things right, but it makes a few mistakes that hurt the game quite a lot. While you can run around in large open area’s, the game is overall quite linear. You go from one large area to another. Combine that with a bit too easy game, you get that your encounters become less scary and your amazingly crafted horror atmosphere looses a lot of its tenseness.

I think that this game shows that there is a great foundation for the future of Resident Evil. A tense story about something that transforms humans in something grotesque and inhumane and about somebody confronting it. But, please, make the game a bit less forgiving and don’t make the next game so linear. I’m not asking for an open world Resident Evil, but I’m asking for the possibility of having more puzzles to work towards at the same time. I feel that Shadow of the Tomb Raider hit a slightly better balance.

Now, is this game a disappointment or is it worth playing? Well, it depends on what you are looking for in a Resident Evil game. If you are looking for a survival horror game, you might enjoy this game if you play it on the highest difficulty… But, I’m afraid that this game isn’t a survival horror game on lower difficulties. If you are looking for a game that’s like the games I mentioned in the introduction of this review… Games like the Indiana Jones games, Tomb Raider or Uncharted but with a more creepy and horror edge to it, then you are in the right spot. Maybe that’s the sauce for those best french fries you have ever eaten… Perhaps Resident Evil is changing its target audience. Or maybe I’m overthinking it and the sauce is something else.

In any case, I still enjoyed my time with this game. I’m planning a second playthrough with the new game plus mode. I’m curious in what I missed. Furthermore, I know that this game has some shortcomings, but honestly, they didn’t bother me. This game was an amazing game to start off my year with, and I’m glad I finished the game. Now, let’s re-install Resident Evil 7 on my desktop and let’s finish up where I left off. Let’s see if Resident Evil 7 is as good as 8, or better or worse…

So, do I recommend this game? Yes, I do. To anyone who is into action adventure games. The production value is through the roof with this game. There are a few things holding it back, but they aren’t so bad in my honest opinion that it hinders the game that much.

Now, I still have to finish the additional (DLC) content of this game. Will this change my opinion on this game? We shall see. I don’t exactly have a time line for when the follow up article is going to be written but it will soon. So, for now I slam this book shut, to be opened in another time.

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

Score: 85/100

Preview: Conquer Humanity (PC – Steam) ~ Let’s Go Rouge.

Steam page

In this article, I’m taking a look at a game that’s going to release in the first half of 2023. The developer send me a Steam key for the full version that’s still in development. But, if you get interested in playing this game right after this article, there is a demo available on the Steam store page. In this article, you’ll also get my 100% honest opinion on the game. I’ll take a look at what I played and what I think should be in the full version. So, should we conquer humanity, and should we become a super villain like the Steam store page suggests, or should we wait until this is a bit more polished or skip it outright? Well, that’s what I’m trying to discover with you in this article. And as usual, feel free to leave a comment in the comment section down below with your thoughts and/or opinions on the game and/or the content of this article.

Editoral note: the release of the full version is set in Q1 2023 at the time of writing.

Simulation Devil

In this game, you enter a simulation where you are a super villain with various powers. Your goal is to destroy and kill as much as you can before you are defeated yourself.

You do this in a very large map where people are spawned around you. But, the more destruction you cause, the more police will come after you.

To defeat the game, you’ll have to reach level 30. The more people you kill, the more XP you’ll get. If you get a great kill streak and do it in style you’ll get a better ranking and earn more XP and do more damage that way. Compare the style thing to Devil May Cry in a way.

This game is anything but easy. You really have to manage your powers and movement strategically. Since, the smallest mistakes get brutally punished. You have ten lives and no way to get any back. You are able to heal, but you’ll have to kill for that. So, getting surrounded might be your end.

This game is described as a brutal, fast-paced, isometric bullet hell. And I honestly can’t describe it better. For this review, I have played several rounds and I had a really hard time getting further than level 15. I’m a bit on the fence on the difficulty curve, since I honestly think that with one change… This game can become way more fair.

The big issue with this game is that you are directly thrown into the deep end. You are dropped into the simulation with 6 powers on a cool down and a few other mechanics. You barely have any chance to get used to everything, since after a few kills… The police spawns, and you have to be quick on your feet. Now, you do have the sandbox mode to get used to the game. Yet, here the powers aren’t on cooldown, and you don’t see the blue level up bar or the powers.

I think it would give the game a better flow if the player is nudged first to the sandbox mode where you have to reach something like level 10 using the different mechanics. Since, I felt close to overwhelmed with all the different mechanics and I felt that I first had to figure a lot of things out before I was able to attempt the actual game mode.

I don’t want to sound like “this game is too difficult for me, make it easier…”. I just feel that if you give new players too many mechanics at once without them having a way to learn them or practice them, they aren’t going to have a fun time. And I think if you add a mode or a few optional tutorial stages to get used to the game would be a blessing. And I really mean, optional. So people who want the experience of jumping into the deep end can still do it. But, others who want to know how everything works can ease themselves into the game. Since, if I’m brutally honest, the controls manual is helpful if you know how everything works. It’s too bare bones for newcomers. Like, why not add the icons of the powers in the controls manual?

Did it fail?

This game is difficult, and it’s a game you will have to get gud at. Once you learn the different powers and when to flee, this game is actually quite enjoyable. This game has the “one more attempt” mentality nailed down. After you are defeated, you can get right into the action in seconds and try again.

The game also has a built-in timer, which can open the gates for speed runners and other competitions as well. Maybe it would be fun to have a leaderboard with the fastest times and the longest survival times in the full game.

And maybe like an endless mode that started on easy and at certain level milestones, it goes to a higher difficulty?

Are there other things I would like to see in the future? Of course! First, I’d love to see a way to change the key binds. It’s something I mention quite often in my PC reviews, but I get annoyed when the game forces WASD on you and don’t keep in account that there are a lot of countries which have another keyboard layout. Here in Belgium, we use an AZERTY layout, and that means I have to set my hand in a pretty weird spot to move. Since our “A” is where the “Q” is and our “W” is where the “Z” is. And then the powers having keys close to WASD… I only have two hands and I still have to control the mouse.

Speaking off the mouse, I think a controls flaw is created there. I noticed that I had trouble preforming my push move because that was clicking with your scroll wheel. Which is all good and well, but using your scroll wheel actually zooms in or out. So, if you didn’t click in the chaos of this game, and you actually scrolled, well… Yeah, that’s an attack that didn’t happen. Which is sadly not limited to the push attack. There is another attack that I feel either isn’t as powerful or the visuals don’t communicate it’s power/range enough. When pressing Control, you can do a slam down attack. But, it’s not only unclear how big the radius is… it’s also unclear how strong it is.

In this game, it’s important that the visuals communicate with the player what’s happening. All in all, the visuals feel “last gen” but I honestly don’t mind that. It optimizes the game quite a lot, and you get a stable game to play. Also, it makes it easier to read what’s going on around you and makes it easier to make the right decision. I think it would be handy in the future to have a sort of radar in the right corner. Since, it would be helpful to know where the police and such are if you flew too far away.

Speaking about flying, that’s something I want to address as well. In the small manual, it teaches you that you can start hero mode by pressing “H” when you reached at least the “A” style rank. Yet, when you start the game, you get a free hero mode and only get a “B” rank. Now, it’s unclear that the message of “A” style rank still has to be on the screen or not… But there isn’t a way to know if you can activate hero mode or not.

In addition to that, I think there might be something strange going on with the flying… Since, once you lose your first life, you loose hero mode. And when you press the fly button then, you sprint away. Very slowly, sprint away. Yet, I had trouble starting to sprint several times when I press moving.

It’s early simulation

Reviewing or talking about early access games is quite tricky. Especially when they are still in development. You never know in how much detail you should go since a lot of things can change when you get the final product.

For example, I really like the animation system in this game. It’s goofy and gory, which fits this game like a glove. Especially when you make a great combo attack… The slowdown to show you the result of your attack is eye candy. And sometimes a much-needed small break in all that intense action.

That’s something I sometimes missed in this game. A spot or a moment to get a breather from the action. It’s intense all the way through, and you can’t let your guard down at all, or you are done for. And your ability to earn any of the achievements is done for.

Another example is that sometimes there is no music during gameplay. I had several times when the track just stopped playing and no new music track started. Sadly, it ruins the atmosphere, but I think this is something that will be fine-tuned and patched when the game releases.

Speaking of the music, the music is a nice heavy metal track that plays. I really enjoy it, and I’m curious to hear the full soundtrack once the game goes out of early access. Since, it’s the perfect music genre for this style of game. In terms of sound effects, this game is fine but still has some work. Sometimes you hear “god dammit” and I can’t say if it’s my character getting damage or a human dying.

Something I’m really on the fence about is that this game doesn’t have a save system. So, that means you’ll have to do each run in one sitting. I think that’s a shame since if you are in a good run and something happens like automatic Windows updates restarting your computer out of nowhere… It’s the end of the run. And failed runs don’t count for your “best run” in the main menu.

Finding the right balance between challenge, fun, and options is extremely tricky. I have no clue how to implement a save system during a run of this game. And it might open the door for a lot of other issues.

Just like deciding on the cooldown period of your powers. Personally, I feel that sometimes the cooldown is a bit too brutal. Quite often, I felt that the laser power cooldown was a bit too slow. Maybe I’m using the wrong strategy of running away from the cops and trying to kill the small gatherings of humans I left around the map, but the cops are faster than your laser power can regen.

So, what do I think so far of Conquer Humanity? Well, I think this game has an addictive concept where the fundamentals are here. It has that “one more try” and “one more round” written all over it. But, it still needs some polish with the controls and animations. Its biggest flaw is currently that the game doesn’t really explain all its mechanics enough for players to learn how everything works. So for newcomers to these type of games, it’s not the game to get into the bullet hell genre.

I recommend that you give this game a shot and give your thoughts and/or opinions to the solo developer since I think that this game has a lot of potential to be an amazing small indie title to test your skills at crowd control and bullet hell. I might be brutally hard, but it’s a game that feels rewarding for the small progress you made. I highly recommend this game to everybody who is looking for an action/arcade type game and looking for a great challenge with it. Since, there is a lot of game to learn here and it’s going to beat you, several times.

And that’s everything I wanted to say about this game in this preview. I might take a look at this game once it’s released to see what’s the finished product is. 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: We Who Are About To Die (PC – Steam) ~ It’s But A Flesh Wound.

Steam store pageOfficial website

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

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

A story discussion

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

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

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

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

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

Let’s please the crowd

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

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

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

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

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

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

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

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

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

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

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

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

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

For seven years?!

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

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

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

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

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

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

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

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

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

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

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

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

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

Game Quicky: In Retrospect (PC – Steam) ~ Automatic Mario

Steam store page

What if, in retrospect, Mario was supposed to be moving on his own? Well, that’s a perfect line to open this article about “In Retrospect”, a runner game developed by Paper Salamander about reflecting on the past. The developer send me a press code for this review, but don’t worry, you’ll get my unfiltered 100% honest opinion on this game. Also, this review is going to be rather short to avoid spoilers, especially because the game is roughly 2 hours long. But, is it worth your time, or should you skip this game outright? Well, let’s find out in this game quicky review while I invite you to leave a comment with your thoughts/opinions on this game and/or the content of this article in the comment section down below.

The good memories

It’s kind of difficult to talk about the story of this game. Especially since this game is a sort of “choose your own adventure” style of game. This game is a sort of self reflection game, without it being a forced self reflection game. The way how the story is handled in this game is wonderful.

The way how certain game mechanics like resetting a level is implemented into the story, it’s charming. As charming as the visuals. The pixel art is extremely well done and makes the game burst with personality.

This game is also excellent at teaching the ropes. Most new mechanics are taught in a sort of safe tutorial level just before the actual level. And, you can skip this tutorial level when you are playing through this game for a second time on another difficulty level.

Usually, I’m not too fond of runner games since I don’t have the best of reflexes when it comes to timing things with the music. Yet, I didn’t find this game too difficult. It was easily to learn the basics of this game and play through it. I played a bit on casual and normal and the balance in this game is really well done.

Besides the story, there are also challenges you can partake in. These are small bonus levels with a special gimmick. You have to reach the highest scores to get on the global leaderboards. Personally, this isn’t really my cup of tea, but it’s an extremely nice addition to the game and I find that it works really well.

The music for this game is pretty good. The tracks are right up my alley, and they really fit the atmosphere of this game like a glove. If the developer ever offers the soundtrack of this game as DLC, I’d buy it right away. Since I want to add the soundtrack to several of my playlists.

The gameplay of this game is really simple but fun. This game is an autorunner, which means your main concern is dodging the enemies and obstacles. During the level, you can pick up items. These items can restore your health. Depending on your answers to the questions you get in between the levels, one pick-up might be more beneficial than the others.

Also, the mechanics slightly change depending on the path you choose. But, if this sounds interesting, I’m going to leave that as a surprise for you to find out! I’m leaving out some mechanics of course, but each level has its own special gimmick or “thing” and I love it. It works wonders in such a short game and really feels like the developer placed a lot of passion in the level design.

The bad memories

There are some things I don’t think work that well. The first thing I want to talk about are the default controls. Overall, the controls are quite responsive, but I think the hover mechanic could have been implemented differently. Quite often I forgot that this game was an automatic runner and I had my hand on the right arrow. Now, when you jump and hold right arrow, you hover in place. This is something that frustrated me during my playthrough.

So, I had to get use to only press the space bar for jumping since this game is an autorunner. But, why is it then that in the options’ menu under controls we have a listing for “directional – arrow keys”. You can’t turn back in this game and only the right arrow is used for hovering. And the up arrow to activate switches, or down arrow when you are running on the ceiling. Which is never really explained in a tutorial in the version I played. But the fact that the down arrow is used for ground pounding is explained in a tutorial level.

Also, you can only choose between WASD & the arrow keys for this movement. This personally bums me out for two reasons. As an AZERTY user, I find it strange that ZQSD isn’t recognized by this game. Also, it would make more sense in my opinion if you were able to find the mechanics to your own keys, so the controls are easier to learn and master for everybody.

A minor complaint I have about the game is that the time you have to reply to questions is just a bit too fast. I barely have any time to read the four answers before I have to decide. On top of that, it’s not always too clear on what the question is. Personally, I think this could have been polished up a bit more.

A second minor complaint I have is that you don’t get a level select after beating the story. It would have been quite fun to be able to play a level with the gimmicks you enjoyed after finishing the story.

Overall, I barely found any bugs in this game… Apart from one. The achievement system is somewhat broken in the version I played. In v1.0.2, the achievements only show up after I have closed the game. You get a small text box instead of the actual achievement pop-up that Steam games usually gives. But, this might be my third minor complaint too… The reason I mention it here is that the amount of pop-ups is a bit ridiculous after you close the game since there are close to 100 achievements in this game.

The truth

Now, is this game worth your 4 bucks? In my honest opinion, if you enjoy casual runner games, yes. This game might be rather short, but it has some unique mechanics that make each level fresh and enjoyable to play.

The biggest issue in this game is with the arrow (or WASD) controls and not being able to rebind them to the keys you want. Apart from that, my complaints about this game are rather minor.

This game is perfect if you have to spend an afternoon, and you are waiting for a big game to download. It doesn’t overstay it’s welcome or get repetitive. This game is walking the fine line of too short and too long and I find it’s balancing perfectly.

Now that my article is writing, I think I’m going for another run since I want to finish the challenges and finally unlock the final challenge. If you are interested in autorunners or casual games, I think this game might be right up your alley. I’m glad that I was able to play this game and that the developer reached out to me. This game gets a personal recommendation from me.

And with that said, I have said everything I wanted to say about this game. 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!

Score: 80/100

Game Quicky: Stygian (PC – Itch.IO) ~ Short Spooks

Itch.io page

It’s that time of year again. It’s time for some spooky scary skeletons. Well, it’s time for some horror. This year, a small developer sends me a mail inviting me to look at Stygian. It’s a short horror game just in time for the spooky season. Today, I’m going to take a look at it and talk about my own opinions on it. It’s free on Itch.io, but the developer accepts donations if you want to see more from them. In any case, in this review I’m taking a look at v1.01. I also have to give a content warning. Since this is a horror game, there will be some scenes that can trigger certain people especially when you aren’t good with anything related to gore and/or death. So, with that said, let’s dive right into this game quicky and let’s see what this game has to offer. But, one thing before that. I want to invite you to leave a comment in the comment section down below with your thoughts/opinions on this game and/or the content of this article.

Editorial note: this is a rather short game, so I only took screenshots of the first few minutes.

The good

This game takes place in the late 1980s in England. A friend group of girls is doing a creepy sleepover at an abounded church. You play as Katherine, a young girl who arrives a bit late from work but is right in time to hear the creepy backstory. But, when Katherine goes back to her bike to pick up her sleeping bag and enters the church again… Things go horribly wrong.

The voice acting in this game is rather charming. The line delivery is a bit off from time to time but overall, solid performance of the voice actors.

Since this game is rather short by design, I’m not going to go more in depth about the story. Otherwise, I might spoil the experience and the story is best experienced as blind as possible.

Overall, the camera system works pretty well. I adore the Resident Evil – early Fatal Frame static camera shots at weird angles. It really takes you back to the early style of gameplay on the PlayStation and early PS2. Sadly, there are a few instances where the camera angles are a bit janky. For example, in one room you can walk through a door with some draped cloth over it. But, the camera switches a bit too soon, making it a pain when you missed entering the door and trying to get out of the corner, so you can attempt back going into the door. Thankfully, these issues happen far and few between.

Now, this game is a complete throwback since this game also sports some early PS1 3D visuals. This visual style can be a turn off for some people but not for me. I adore the visual style of this game. It fits the story and atmosphere like a glove in my eyes. There are a few minor things I’d have tweaked like making it a bit more clear who is talking, but more on that later.

And the throwback continues with the controls. Do we get tank controls? Yes sir, we do! And I love it. It takes me back when I was playing games like Silent Hill, Fatal Frame and Resident Evil on my PlayStation 1 & 2. Now, sadly this game doesn’t know that other keyboard lay-outs like AZERTY exist… or do they? Since the arrow keys also move. I quickly got used to the controls, and I was able to explore this game pretty fast.

Running around in this creepy church, reading various clues and discovering what really happened is a blast. The game gives you small sparkling hints to most objects you can interact with. So, this is no game of mashing the use key while going over every area to find one or two items.

The music in this game is great. While playing this game, the music reminded me a lot of Silent Hill. The more quote unquote strange ambiance sounds that strange form a melody that’s interesting to listen too but also puts you on edge. This is helped by the silent moments and the excellent sound design with the sound effects to make the game even more creepy.

Something else I want to mention is that this game is available for Windows & MAC. So, if you are a MAC user… You can also play this game.

The bad

There are certain things that this game lacks that make this game a small chore to play. And these are small things that can help make the game more enjoyable to play.

Let me get the biggest problem out of the way first. You can’t skip dialogue at all. Now why is this an issue? Well, in one playthrough I got the wrong ending. Without any game over screen, I got booted back to the main menu. I thought that was it, but then I decided to play through it again, and I found another route and got to experience more. But, that isn’t communicated well enough.

And the opening dialogue is runs on for a bit. But the intro cutscene has a few shots too many and that can’t be skipped either. Other horror games like the Zero Escape series did this a lot better. There you can skip through dialogue you already experienced, and it automatically stops when you encounter new dialogue.

There is something about the visuals I want to mention. The animation in certain cutscenes is a bit lacking. For example, in the opening cutscene, I thought I did something wrong since we see the same scene of Katherine riding her bike twice. It’s a bit confusing and pads out the opening scene too much. But a better example is when we get to meet the other characters for the first time. We are sitting in a circle, and they start talking. Yet, it’s not too clear who is who. A bit later this is better since you can speak to the girls one by one but still, this shouldn’t have been an issue. Just a bit more character animation when somebody is talking would go a long way. It’d also give some scenes a bit more pazzaz, if you understand what I mean.

The final negative I want to mention is that the screen to toggle full screen on and off only works in certain places. Do yourself a favor and toggle full screen on at the main menu. The keybind is F.

The conclusion

This game is an amazing indie game to play at Halloween night. It’s a charming throwback to the early PS1 games that might make you nostalgic to that area.

While this game is a bit rough especially when it’s missing some more modern innovations like skipable text/cutscenes or even a sort of save system, I was able to put those negatives to the side and enjoy my time.

This game isn’t for everyone, especially since some people can be turned off by the visual presentation and/or the control scheme of this game. But I think this game is developed for that niche audience that loves old school horror games and want to experience something like that again.

I think it’s clear if I recommend this game or not. Even with its shortcomings, that might be fixed or improved upon in a patch, this game an enjoyable horror story to play through. It’s charming, and I feel that it’s clearly a passion project done right.

Ant that’s everything I wanted to say about this game. A short article about a short game. I hope you enjoy playing this game and also enjoyed reading this article. I hope you enjoyed reading it as much as I enjoyed writing it. Likewise, 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: 70/100

Review: Gas Station Simulator (PC – Steam) ~ Let’s Fill ’em Up

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Sometimes, a game just piques my interest. When I saw a game called Gas Station Simulator, I directly wondered… how is this going to work? Especially since we are talking about a gas station in the middle of nowhere. So is this title worthy of your time, or should you skip it? Or maybe wait until it’s more developed? Well, in this article you’ll find my thoughts and opinions on this game. Feel free to leave your thoughts and/or opinions on the game and/or the content of this article in the comment section down below.

Let’s fill ’em up

In this game, you’ll play as an unnamed character who bought up an old gas station in the desert along a busy road. It’s your goal to bring back this station to its former glory. Your shady uncle is here to help you via the telephone.

When you arrive at the station, it’s in disrepair. There is not only trash everywhere, all the walls need a new lick of paint, the store attached to the gas station is totally gone and so on and so forth. With step by step missions, this game teaches all the different mechanics to you. These missions are a tutorial in disguise, but it doesn’t hold your hand. You are free to complete the objectives in any order you want, and you are also free to choose when you go to the next objective. Of course, you won’t be able to upgrade your gas station to the next level without completing all required missions.

Now, if you would play this game only to complete the missions, this game is rather short. It took me around 10-ish hours to beat all missions. Yet, there is more to this game after you have beaten all the missions. There are a lot of upgrades you can purchase to enhance the environment of the gas station. Most of them, but not all, are cosmetic in nature and don’t do anything to attract more customers.

Currently, there is a cheap DLC called Can’t Touch This out for this game. Personally, I recommend buying this DLC as well. Since it not only adds a small bit of post game, but it also adds a lot of new options to customize the look and feel of your gas station, and it’s totally worth it’s price.

This game also has achievements. At the moment of writing, this game has 91 achievements. Currently, I have played this game for give or take 25 hours and I have 80% of the achievements. Most of these achievements are easy to get. Others are a bit trickier to get and require either some luck or some practice. Especially the carting mini-game, to get that achievement you’ll have to become very good. Sadly, those cart controls don’t work for me. But, I’ll talk about the controls later.

Usually, in the first section of a review I talk about the story, the characters, and voice acting. Overall, the story is nothing special. It takes a backseat pretty quickly, and it’s mostly an excuse to string the missions together in a coherent way. Which is for this game a good thing, since it ups the replay value of this game.

Now, I want to talk about the voice acting in this game. Overall, the voice acting is decent, but I do have some things that I’d like to critique. I have nothing to remark on the performance of the voice actors. It sounds pretty good. But, the amount of voice lines is just lacking and plays in strange places. It doesn’t take long before you hear the same voice line over and over again. In addition to that, some voice lines play in situations where they don’t fit at all. For example, I heard a customer shout in the store when the register mini-game failed… “Look what you did to my car!”. I mean, how can a check-out in a store do that?

On top of that, I find it a missed opportunity that some situations don’t have voice acting at all. Your staff doesn’t have any voice acting. Also, as soon as customers step in their car, they have lost their voice as well. So, you’ll never hear a driver shouting to another driver to move. Also, you’ll never hear a customer shout when they aren’t being served.

These things break the atmosphere of the game a bit. It’d give the game a bit more life and immersion when customers only said the appropriate lines in the correct places and the staff would also talk. For example, a simple “Understood” or “On it, boss” when giving them assignments would go a long way.

Let’s play the balance game

So, what’s the gameplay in this game? Well, in the end there are few things your gas station has when you have completed all the missions. Each area has its own little mini-game that’s quick to get the hang of and has its own challenges.

The first is a place to fuel. In this place, you’ll have to fuel the cars of your customers. In this mini-game you have to press the left mouse button until the gauge reaches a certain level. The closer you stop pressing the left mouse button to the ordered amount, the better you get paid.

The second area that will unlock is the store. The mini-game in there is you have to scan all the items of the customer, while keeping the belt clean. As soon as an item either leaves the mini-game area OR drops in the basket without being scanned, you’ll lose that customer when you scanned all their items.

The next area that unlocks is the garage. In there, you’ll have to repair cars. The more you upgrade your garage, the more defects can be fixed with their own little steps. The garage is something you shouldn’t ignore since at the end of the game, this is the biggest source of revenue.

The final thing that unlocks is the car wash. This is a manual car wash where the mini-game is as simple as spraying the car down with water and remove as much of the dirt you can. All in all, this is quite late game and honestly, I leave it closed.

Here are a few examples of things you’ll have to do while serving customers. These are: managing your staff, making sure everything is clean, and the roads are drive-able, making sure you don’t run out of stock for the fuel tank/the garage or the store, unloading deliveries… Honestly, as soon as you get into the micromanaging of it all, you don’t have the time to keep open the car wash. If only you could put your staff to work to unload deliveries or to stock the store/garage OR even do the car wash…

And when you think, that’s all… No, there is the reputation mechanic as well. As soon as you complete a mini-game successfully, you’ll get a few reputation points that can upgrade your popularity level. The higher that level is, the better upgrades you can purchase. But, when you fail a mini-game, you’ll get negative points, and you’ll need to earn them again. There are also optional missions for bonus reputation points after you completed the story missions.

To be honest, it can become overwhelming quite quickly. Especially when you unlocked all area’s. This is why I’m so happy you can close the car wash, and you can enable/disable certain random events in the options’ menu. Don’t want to have to deal with Dennis, who vandalizes your walls? You can turn him off. Don’t want to have to deal with the rush hour party bus? You can turn that off as well. Don’t want to make sure you close your warehouse to avoid stealing? That’s something you can turn off as well. The late game challenge missions are something else.

And the final thing you can turn off, and something I turned off is the sandstorm event. This is a random event that ruin your roads and make them not drive-able and create a pile up. This is a big problem since there is only a certain amount of cars that can be present in your gas station. You can solve this issue with your excavator, but the controls for that are quite tough to control in my opinion. You also have to be extremely precise in order to scoop up the sand, and you can’t dump it anywhere else besides a sandpit at the edge of your station. It’s a mechanic that breaks the flow of the game for me, so I turned it off.

I’m convinced that while talking about all the different area’s your station will have at the end… I forgot to talk about a few mechanics. But overall, this game is a balancing act. You have to juggle various tasks to make sure your gas station runs smoothly, so you don’t have to loan money from uncle. It’s something you can do, but you’ll have a time limit to pay him back. “Or else, Uncle has other ways to earn his money back.”

The reason I can’t tell you what the consequence is, is because it’s extremely easy to pay uncle back when you use it wisely. I never had any moment where I was in trouble of not being able to pay uncle. I mostly used his loan when I was low on stock for the garage and after repairing a few cars, I was able to pay him back easily.

Now, let’s talk about decoration. First, the painting. You can paint your gas station. But, I honestly feel that this mechanic doesn’t work too great. The mini-game to stay in the green area of a slowly rotating circle is annoying and boring and there is no way to cancel when you selected the wrong color. There is also no way to paint the selling in the building itself. You can only paint the roof. Oh, and when you install additional bathrooms, forget painting them. Since, you are unable to enter those. Which is annoying, since the paint decays in this game, so you’ll have to reapply paint after a while and it’s so frustrating to see the dirty paint back there without being able to get there.

In general, all spots are quite easy to reach apart from a few spots in the storage area and the garage. The spots in the storage area are just a bit to reach and the spots in the garage are blocked because the tire rack is in the way and the game thinks you want to fill the tire rack.

Also, you can order a paint job, but this is something I did once and regretted right away. Since, I had a color scheme I got used to and this paint job paints almost everything white. It’d be so much more useful if the color you put on the wall is remembered and for example, for some additional charge that color is applied.

To be honest, I haven’t played too much with the decoration mechanics. I find the default gas station more then enjoyable to play with and first I want to be able to purchase all other decorations before creating a totally new store.

Running out of gas?

This game is being developed by a small indie game studio from Poland called Drago Entertainment. A few days ago, they shared an update on their plans for the rest of the year. Now, why do I talk about this in a review on one of their games. Because they are talking about new features coming to this game in the future and how everything works behind the scenes.

It’s quite clear that the developers are extremely passionate and find communication with their players important. Over the summer break, they also shared what the next update to this game will have. Something I really love to see is there is going to be a patch for the random crashes this game has. In the late game, this game can crash quite often at random moments. There are some work arounds that delay the crashing but at the moment, apart from waiting for the patch, no real fix has been found. Also, you’ll be able to open and close other sections of the gas station. This is something I was going to talk about in this section. I’m quite curious to see how the game preforms when update #7 lands, since it promises to fix the biggest problem I have with this game and that are the random crashes.

Visually, this game look quite good overall. You do see certain models a lot of times but it doesn’t bother me. I think something that might help is randomize the color of the clothing of your customers. Then, when you have the same model coming in, there is a bit more variaty. The animations of this game are great as well.

But, there are a few minor things in terms of the UI that I’d love to see changed. The first is a small one. Why is the default option when you open the main menu, “new game”? I can understand that for when it’s the first time you play the game, but when you reboot the game after a crash and mash a bit… It’s scary to see the game restarting.

And secondly, it’s a mix between a gameplay problem and UI problem. The car wash is extremely picky. Sometimes a car is done with a lot of dirt on it and sometimes you have to clean almost everything. A sort of meter on how statified the customer is would help a lot.

The soundtrack of this game is good. It fits the atmosphere of you working in a gas station in the American desert quite well. The only downside is that there aren’t a lot of tracks so it won’t take long before you hear repeats. In terms of the music, I like and dislike how they handeld it. In the buildings, it’s played from the radio. But, if you put the radio in the store in a corner, it’s possible that, that area is silent. In terms of sound effects, this game is perfect. I don’t have any complaints or even (nitpicky) remarks about them.

Apart from the random crashes, this game runs overall quite stable. But, there are a lot of glitchy moments where things mess up. I have seen flipped delivery trucks on route to the station. I have also seen trash bags glitching through the floor into the void. The physics can go haywire sometimes. Jumping into the side of a car can send it flying or moving in some crazy ways.

Thankfully, the game has a sort of reset button for when cars get flipped or get stuck and you are unable to get them unstuck. You can send an alien craft over your station and reset it all. But, do keep in mind that it also sends your staff into rest mode so, you’ll have to reassign their job.

Speaking about staff and jobs, I truly wish you could manage that a bit more. I’d love to see shedules or commands like: “When you are done resting, go to the garage and fix cars.” Then again, it’d ruin a bit of the challenge of this game micromanaging it all.

Overall, the controls are quite responsive and easy to learn. You can also rebind them if needed. Since, at first, this game thought I had an QWERTY keyboard lay-out but I’m from Belgium and we use AZERTY around here.

I do have to say that reviewing games that still get new updates with new features and bug fixes is quite tricky. Especially, since I don’t know to what degree I can talk about the glitches in this game. There are glitches in this game and most of them are either the physics engine doing strange things are characters doing strange floating stuff. Or talking about limiting mechanics like only being able to have a loan of 1K. We never know what will change in the future. So, maybe some points I talked about in this review will be irrelevant in the future. Like, how tricky it is to restock shelves sometimes. The amount of times I took stock from shelves by accident when trying to refill, it’s silly.

But, something I’m totally looking forward too is that in the upcoming days a new DLC for the 1 year anniversairy of the game will come out. And looking at the store page, it’ll be a free DLC. I’m quite curious to see what’s going to be in it!

The final thing I want to talk about is that this game has an autosave. You can’t set the interval of it but every few minutes, this game autosaves. But you can also manually save. The saving and loading in this game is really quick. You do have some minor texture popping when the game loads in for the first time but it fixes itself quite fast.

Now, with that said, I have said everything I wanted to say about this game. I think it’s high time to wrap this one up.

Wrapping up

The bad:

-Still have some polishing up to do.

-Some mechanics like painting need an overhaul

-Silent staff

-The random crashes

The good:

+ Enjoyable micromanagement simulation.

+ A lot of freedom in terms of customization.

+ Amazing replay value.

+ Easy to learn but tricky to master.

+ A lot of post game.

+ Gets new content and bug fixes often.

+ …

Final thoughts:

Gas Station Simulator is one of those games that I’d recommend without any doubt in my mind. This game is quite enjoyable to play for everybody who enjoys simulation games that are a bit more hands on instead of your “spreadsheet simulator” where you stare mostly at stats.

While this game isn’t perfect and still needs some polishing and expanding for certain mechanics… The postives outweigh the negatives here by a lot. The biggest issue at the moment of writing are the random crashes but if the promised upcoming update fixes those, I think that this game can shine even brighter.

This game has an amazing foundation to become an amazing indie title. If this game gets polished up so it’s less janky and has a bit more content, I think you might have a winner here. I’d happily fuel up my tank with this game after a long day at work. But now, I’d fuel it up until it randomly crashes.

In conclusion, I quite enjoy this game with jank and all. It has a lot of charm and I can’t recommend it enough. I’m so glad that I gave this game a shot and I hope you will to.

With that said, I have said everything I wanted to say about this game. 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 a future article but until then, have a great rest of your day and take care.

Score: 80/100