Archive for the ‘Game Reviews’ Category:

Edge of Space (Review)

Source: Early Access Purchase
Price: £10.99 (£8.02 until 24 Sept 2015)
Where To Get It: Steam

At times, it’s hard to say what you think about Edge of Space. Right now, for example, it’s close to the beginning of the game, and I’m talking to a shark with a jetpack and a high pitched voice, who’s afraid of not-Metroids, while trying to build a base out of dirt and magical sandbox game powers. I mean… What do you say to that? If that was part of a normal conversation, would you be surprised if people who could overhear would edge away slowly? But such is the world of Edge of Space, which is less about world building, and more about building, in a world.

The Exodus. A tragic day... And those who were most affected were unaware...

The Exodus. A tragic day… And those who were most affected were unaware…

Similarly, it’s not quite useful to talk about Edge of Space as a “sandbox” game, because that’s a genre that already has a wide variety of different approaches, even some to do with the whole “Building a home” part. And Edge of Space definitely has a difference there, in the form of “command control.” A base isn’t truly considered yours until it’s not only constructed, but powered, and so… You’re never truly safe going down the layers of the shattered world of Achoa until your next base down is truly ready. It’s an odd choice, but not necessarily a bad one. Especially since death is by no means a permanent problem. In fact, this is both the curse and blessing of Edge of Space: That it truly experiments.

For example, what you can build mostly depends, not on blueprints, but on using your experience of this hostile world (Even if it comes from digging tiles) to expand your repertoire. Sometimes this will mean you learn you need a resource before you ever encounter it, but it’s an interesting way of doing things, and I actually kind of like it, considering you can focus where you want to, for the most part. Resource collection, however, is… Not really a pain because of speed, but because there’s a high chance you’ll have to look around for enough of a certain resource. I thought I’d lucked out in my main review run, because I’d found lots of titanium, uranium, and aluminium within easy reach, but then I realised… “Ah, crap. I’m actually aiming for Explorer armour, which uses Biomass as one of its main components.” Also Protoleaves, Protoroots, Protocellulose, and Protoseeds. Which are found in five completely different types of block or terrain feature.

Home Sweet Home (#1 out of 20)

Home Sweet Home (#1 out of 20)

As you might have guessed, your inventory will fill up quite quickly. Progression is basically a case of “Build a base. Store things in it. Get good enough armour and kit to go deeper, build another base, transfer stuff you think is important between them. Rinse, lather, repeat.” It’s a relatively slow paced game. Go too far down, and not only is there a chance of dying to increasingly aggressive creatures, there’s a chance of dying to the increased radiation, the closer you get to the core.

Similarly, if you’re looking for story in your sandbox, expect to have to piece it together. You start off knowing only that the world is called Achoa, you are a member of ArkCo, and that the ship you were on got attacked while leaving Earth. You’ll occasionally find zombie ex crew members, and start piecing together both this strange world you’re on (Where there is atmosphere, but the land is somewhat shattered, and the atmosphere gets worse the lower you go), and perhaps the story of what really happened.

Overall, this one’s a game for the patient. It’s not unfriendly to new players (Although keybinds will confuse first timers), the difficulty curve is dependent on how far you push versus what you’ve got (So is mostly under your control), there are some interesting events and places if you’re willing to hunt for them, but it’s definitely not for those who like a quick start, or want to feel attached to a single area. People who are likely to yell “BUT THAT’S SILLY!” at jetpack sharks with lasers, plants that fire plasma balls if you hit them with energy weapons, and other, stranger creatures, may also wish to give this one a miss. They’ll be missing out on something interesting, but I understand people have different ideas of “interesting” versus “silly”.

Oh, research trees... I admit, I have a weakness for them. Especially when they're unlocked by doing what I'm meant to do.

Oh, research trees… I admit, I have a weakness for them. Especially when they’re unlocked by doing what I’m meant to do.

I happen to find jetpack sharks with lasers on a world like Achoa relatively reasonable.

The Mad Welshman smiled as his rocks, mud, clay, and assorted junk was turned into many, many useful ferrosilicate building blocks. “Truly,” he thought “We live in the most advanced age!”

And then he shot a jelly, because it was annoying him.

Skyrim (Reprint, Review)

This is a reprint of an article originally published on the older version of Da Game-Boyz. It has not been edited, including the original editorial mistake, as a complement to this article. The game scored a 7.5 overall, with 7 in half the categories, 8 in the other half.

What the hell have I gotten myself into? First I got involved with some rebellion, and that led me to the headsman’s block, and then there was a dragon, and weird voices, and… now, I’m wandering through a dungeon killing some people called the Silver Hand because I didn’t realise my fellow warriors were actually werewolves! Heeeelp!Skyrim1

Okay, so that last bit may seem like a spoiler, but it really isn’t. See, everything except the werewolves happened in my first hour of main plot play, and that last bit? I’m not telling you. Skyrim, to those who don’t know (for shame!) is the latest in the Elder Scrolls series of RPGs, games with lore so deep, and so thick on the ground, that not even a +15 chainsaw could get through it all. The basic idea of this installment is that… well, after centuries of being who-knows-where (maybe having a good sleep?), dragons have come back to the land of Tamriel, and you, through the usual Elder Scrolls mcguffin of the prophecy, are the fated one. Don’t let the corniness fool you, Bethesda are good at their job of storytelling, and I’ve seen them pull off cornier premises. In the same series.

Visuals

Skyrim2

For those looking for an improvement from the last game graphically, there is… and there isn’t. See, the creatures and characters are even more beautiful to look at, although the character engine doesn’t seem to allow true obesity (if it did, my chargen abominations would have been so much more evil). So yeah, the characters look great, most of the creatures look great. Know what doesn’t look great? Watching trees suddenly pop into clarity in the distance as I run forward. On High settings. Seeing the base ground texture if I look at it in just the right way. But in dungeons, and when exploring ruins, my two favourite activities, it’s just fine, and the architecture, as always, is pretty damn stunning. Sure, the cities aren’t always great, but when you see a barrows with huge stone ribs poking out of the ground? You know you’re in high fantasy country, and the immersion skyrockets.

Sound

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If you’ve heard the soundtracks of Morrowind and Oblivion, you have at least some idea as to the music. The sort of music you’d hear while Aahnold and James Earl Jones have a good staring match, or when Aragorn is kicking righteous buttock. It fits with the theme, is stirring when it wants to be (in combat), and, while it’s nothing new under the sun, it’s still pretty cool. The Bethesda Curse, as it was known in gaming circles, is also much less evident here. No more does it sound like there’s maybe 5 voice actors phoning it in. It’s definitely quite a few of them, and only one or two characters sound like their lines are being read in a classroom. Combat sounds, similarly, are slightly improved, although it’s sorta hard to improve on “BASH, CLANG, THUMP, Urrrrggh!”. They still pull it off, and even manage to make arrows swoosh past. The one thing I personally found special however? The dragons. They’re obviously the focus of the action, and… wow. Every wingbeat sounds visceral, and the sound of dragonfire is audio-coded for “This will roast you. Hard.” Even the other creatures occasionally sound cool, like a wolf howl on the plains at night. How many are there? Daaaamn, can’t tell! And that, again, adds to the immersion.

Gameplay

Skyrim4

One thing you ought to know, if you’re new to Elder Scrolls games, is that they’re always pretty big, world wise. Not always full of content, but big. At the time of writing this paragraph, I’m 4 hours in, and, while I’ve completed something like 11 quests across 8 or 9 locations (and explored another 4 or 5 on top of that), I have only finished two, maybe three story missions out of god knows how many. Including the mandatory tutorial quest. One thing that old Elder Scrolls players will either take or leave, and experienced CRPG players may be a bit concerned about, is that some quests are not “take the quest and finish it when you can be bothered.” They have to be done, as far as I can tell, immediately after taking them. On the one hand, this means people going for the main quest will be rushing into situations they can’t control, and possibly moving further along than they feel comfortable with, but, on the other, it does keep that vital immersion factor going. Good example: Killing your first dragon. The military aren’t going to wait for you, and so, going seems pretty important. Even if it turns out I’m wrong, and it isn’t mandatory to follow them, it certainly puts some virtual pressure on. But, as my play time increased, I saw the cracks…

Skyrim is the first Elder Scrolls game to be designed for console accessibility, and, in places, it shows. Is this a bad thing? It’s not bad, it’s not good, it’s just different. For example, while the mouse controls for inventory and conversation choices are finicky (and downright annoying in the character creator, due to small sliders), using the keyboard is actually much simpler, and the interface itself has become a lot more user-friendly, with nearly everything do-able with just the direction keys, mouse buttons, E and Q keys. The obviously regenerating health (not ultra-speedy, we’re talking obvious to an RPG player here) feels sort of odd, but considering factors I’ll get to in a bit, it’s nonetheless welcome. What isn’t so welcome is the lack of HUD tips for things previous games told you, like the fact that you have a disease. Check your active effects semi-regularly people, because the messages are easy to miss, and I almost became a vampire, thanks to not realising I was about to catch it. Dual wielding finally came to the Elder Scrolls with Skyrim as well, and good god, it feels good… although instakills for both you and your opponent when low on stamina is a mixed blessing.

There’s too much to talk about in one sitting, so, with these examples in mind, I’m going to say that, where Skyrim gives with one hand, it takes away with the other. Argonians, for example, finally have some semi-regular use for that Water Breathing fix they had back in Oblivion, yet melee characters will quickly find themselves in large amounts of the brown stuff if they don’t also take mage and rogue skills. This isn’t much of a problem, because characters in the Elder Scrolls can learn anything they want, but pure melee characters are definitely a tougher proposition than in previous games.Skyrim5

One thing that I will finish on is the difficulty. To say the difficulty in this game is erratic is like saying ghost chillis are “slightly warm”. One second, you can be happily slaying skeletons in single hits, and the next, a Master Vampire might lay the smackdown. Or you could be walking merrily along, slaying some bandits as you go, and… you hear the dreaded wing-flaps of a dragon, the screech that lets you know it’s seen you, and… you might as well savescum there and then until you’ve got some decent cutlery. It’s also quite glitchy, crashing while screenshotting, screwing up the Steam overlay on PC, and, in one instance, hurling me 200 feet up from a giant’s smackdown, only to crash as I tried to screenshot the awesome. And then refusing to catapult me when I reloaded the game and died again to try and bring you some awesome-sauce.

Conclusion

Skyrim is good, but it’s a flawed good. It’s a different experience in many ways to previous Elder Scrolls games, but, at the same time, it’s still the familiar world Elder Scrolls fans know and love. It has the usual kickass story, but the difficulty curve is a bit wobbly, to say the least, and, in general, it’s a story of give and take. I’d still give this my thumbs up, but only to RPG fans, as opposed to newbies to the genre. You want a “my first RPG” to ease you in, this isn’t it. You want an entertaining, but sometimes frustrating experience? Go for it, empty your wallets, and don’t be like the douches who torrented this game with no intention of buying.

EDIT: The review was written after 33+ hours, the specific paragraph was written 4 hours in. Apologies for the confusion.

Going Back: Syndicate

Considering I was going to be reviewing Satellite Reign, this was a no-brainer. But it’s also a no-brainer because it was, in its way, quite interesting. For all that people have compared SR to Syndicate (Released in 1993, by Bullfrog, who also gave us Populous and introduced us to Peter Molyneux), the two are very different experiences.

On these dark streets, a civilian is about to undergo a mandatory promotion...

On these dark streets, a civilian is about to undergo a mandatory promotion…

Both, for example, use four team members, who can, with the right equipment, do pretty much anything. They can be replaced. They can be upgraded. They’re facing off against other corporations. The world is grim and gritty. But here, the similarities end. Syndicate, you see, is strictly level based, as opposed to the sprawling open world of Satellite Reign. Skills don’t really exist, and your agents are easily replacable, not because they can be cloned, but because, to the corpsicles of Syndicate, grabbing a joe off the street, brainwashing them, and hooking them up to cybernetics is considered cheaper and more effective.

The goals, also, are similar, but in its way, Syndicate is broader in scope. Each mission is a step along the way to complete global domination, starting in Europe in the main game, then jacking up the difficulty with the additional “American Revolt” missions. And other things make the game easier as well. The Persuadatron, for example.

Nothing is safe from a truly determined team of Syndicate Agents.

Nothing is safe from a truly determined team of Syndicate Agents.

The Persuadatron was a wonderful device, although its usefulness declined in later missions. Effectively, you put it on, bumped into a civilian, and they were then yours. Get enough civilians converted, you could convert a police officer. Get enough officers converted, you could even convert enemy agents. Of course, that led to its own flaws, with one possible mission path being “Hoover up everyone on the map before going to the objective”… But it was only one possible mission path. Others would open up to you.

Stealth, for example, was do-able. Difficult, but do-able. Going loud, equally, was an option, and as the game progressed, you could move from destroying people (including the agents of enemy Corps) and civilian vehicles, to destroying entire buildings. Target you want to kill in a building? Right, gauss rifle and flamethrower time! But equally, equipping badly for a mission is a bad idea. Bringing a shotgun to deal with a scientist’s personal bodyguard? Well, that’d be fine, except you’re meant to Persuade the scientists, Agent, not Eliminate them. Access Cards could not only open doors, but convince police that you’re meant to be there (Although not, alas, guards.) And, of course, your agents have performance enhancing/reducing drugs and cyberware, which have various effects (Want to carry two miniguns? Improve your arm mods to hold them, and eye mods to shoot in a tighter pattern)

A busy street, circa 20XX, circa 1993.

A busy street, circa 20XX, circa 1993.

As an older game, the difficulty curve ramps up moderately quickly, and the final mission of the main game involves seven corps working with their kill teams against you in less than ideal conditions for your agents, but, even today, you can see little things that make this a classic. The AI isn’t terribly complicated, but it knew how to use its weapons, it gave the impression of a populated (Albeit not densely) city block, and for all that the mechanics, aesthetics, and music are relatively simple, they’re all geared toward the same experience. The experience of being dystopian enforcers of a terrible New World Order. Bullfrog would return to the theme with the expansion pack, American Revolt, in 1994, Syndicate Wars, in 1996, and, of course, Dungeon Keeper, in 1997.

King’s Quest: Episode 1 (Review)

Source: Cashmoneys
Price: £6.99 (Episode 1), £23.99 (Season Pass)
Where To Get It: Steam

It’s a sad fact of life that we grow old, and we die. It’s unavoidable, really. But there’s something my father said once, and it’s stuck with me ever since he did: The Norse believed that so long as stories of a person survive, they aren’t truly dead. Their stories still affect us. And, in a sense, this appears to be the theme of the new King’s Quest, lauded as a prequel, but… Just as much a continuation of a long running series.

The facial design and animation is something to behold, very fitting to the story it wants to tell.

The facial design and animation is something to behold, very fitting to the story it wants to tell.

So, a little background, because King’s Quest, despite the lack of number after its name, is most definitely a continuation of a franchise thought long dead: Way back in the late 80s to the early 2000s, there was a company called Sierra. And one of its first products of note was King’s Quest. It wasn’t a pretty game, although it was considered so at the time. It was an arbitrary game, mocking you for deaths that weren’t always your fault (That bridge… That fucking bridge), and some of its puzzles were poorly communicated (Nikstlitselpmur in particular). But somehow, it caught people’s imaginations, and the Land of Daventry was known and beloved to many, with the exploits of the royal family (King Graham, Queen Valanice, and the Prince and Princess, Alexander and Rosella) being followed by many an adventure game fan. Of course, it wasn’t to last, and with the 6th installment, and the death of Sierra, the title lapsed into obscurity.

Fast forward to the 28th of July, this year, when Activision, having already resurrected Sierra as its Independent publishing brand, and asking The Odd Gentlemen (Creators of ) to make a new installment using the Unreal Engine, released the first episode of a planned 5… A new beginning.

Reactions, so far, appear to have been mixed. So let me put my own two cents in. I don’t mind the controls, they’re pretty simple, and I have yet to find any problems with controlling Graham (Past Graham, that is, as told by of the Magic Mirror of Daventry, and Grandpa Graham, the much aged ex-King.) What I was less enthused by was that, of all the design elements of the original series, The Odd Gentlemen decided to keep the arbitrary deaths (Albeit to a lesser extent), but not the comedic messages. Either that, or they’re not so good at comedic death messages. The second “puzzle” (For the beginning’s environment puzzles are not terribly complex) involves two wheels, one of which leads to certain death, one of which leads to progress. They even tell you as much. However, when going for the obviously wrong one (Although the death was not precisely what I expected), I got… The equivalent of the Prince of Persia’s “No, wait… I got that wrong, let me start again.” It was quick to get back to the scene in question, and indeed, the checkpoints throughout the first segment were fair, but… It felt like trying for a homage, and missing the mark.

References to the game this is effectively rebooting abound, but they don't outstay their welcome.

References to the game this is effectively rebooting abound, but they don’t outstay their welcome.

Still, it grew on me. The first section, while somewhat arbitrary, wasn’t incredibly hard to master (in fact, I quit after I’d finished, to check how long it took me. Half an hour, including one and a half cutscenes afterward), and ended on an interesting choice. The voice acting definitely drew me in (Chris Lloyd playing Elderly Graham quite well, and other talent including Josh Keaton, Michael Gough, and Wallace Shawn… Who we shall mention again in a minute or two) and the game is undeniably pretty visually, with the music and sound hitting the right notes too. Buuuuut…

There’s not really a polite way of saying this… Yes, Odd Gentlemen, we loved Princess Bride too. I have yet to meet someone who doesn’t (Although I’ve met people who hadn’t watched it). Wallace Shawn was pretty memorable in it. But if I wanted to see Vizzini get outwitted in a prisoner’s dilemma puzzle that’s rigged, I’d watch Princess Bride. Or I’d watch something Wallace Shawn has done that isn’t just Vizzini, because the man’s done other damn good work. You’ve clearly got chops for writing some heartwarming fantasy coming of age stuff, I can tell that from the very first scene where Gwendolyn talks to her cousin. In fact, I quite like Gwendolyn. I didn’t at first, precisely because she was filling the same role as Fred Savage did in Princess Bride (And similarly wasn’t too fond of Elderly Graham until he started showing more character than “I am reliving my glory days” and… Filling the same role as Peter Falk did in… Do I need to say it?)

Whisper's voice actor, along with the rest of the cast, manage to make the stereotypical and archetypal... Believable. "But most of all... Whisper... Love Whisper!" <3 ...Me too, buddy.

Whisper’s voice actor, along with the rest of the cast, manage to make the stereotypical and archetypal… Believable. “But most of all… Whisper… Love Whisper!” <3
…Me too, buddy.

So there’s an annoyance ranted out. But this episode of the game definitely doesn’t deserve a panning, because it definitely does have highs. Gwendolyn is a strong character. She’s intelligent, as bloodthirsty as I’d expect a small child to be. The characters shine, even the ones that seem somewhat stereotypical (Acorn is the Big Guy with a heart of gold, for example), the voice acting is top notch, and the puzzles often have multiple solutions (I’ve mostly gone for the friendship option in playthroughs so far). The game, as you can see, is quite pretty, and the writing has been interesting. Most of my complaints outside of the Vizzini “homage” are niggles, and I’ve not been stuck on a single puzzle element for more than about five minutes.

For the price, King’s Quest, Episode 1 will, like Graham’s puns, grow on you if you like adventure games, especially games like Life is Strange or The Wolf Among Us, which concentrate more on an engaging story than “Use cat hair with glue with [list].” If you’re not terribly fond of exploring an area, or don’t like arcade segments and quick time events in your adventure games, I’m sad to say you’ll find this a bother. Give it a go if you think you can get around it, otherwise avoid.

The Mad Welshman has befriended many a creature in his lifetime. Some of them he regretted. But most of them still come for tea and biscuits. Like Steve and Susan.

Satellite Reign (Review)

Source: Cashmoneys
Price: £22.99 (£29.99 for Deluxe Edition)
Where To Get It: Steam

‘Satellite Reign is similar to Syndicate.’ I’ve been seeing this phrase a lot, unsurprising, because the game was billed as a spiritual successor to that second game, made by developers who worked on it, and it does, indeed, have similarities. But it’s not a terribly useful phrase. Let me try and do things a little better for you. For extra comparison, I’ve also written a Going Back on Syndicate.

The intro to the game is quite interesting, and quite fitting for a corporate overlord surveying the situation.

The intro to the game is quite interesting, and quite fitting for a corporate overlord surveying the situation.

So, let’s go back to basics: Satellite Reign is a game where four corporate “Specialist Staff” (That’s a nice, corporate way of saying “Wetworks Operatives”, itself a nice way of saying “Professional Killers and Saboteurs”) are sent on various missions to ensure that your corporation is the one that gets to continue doing business. If you guessed this involves murder, assassination, property damage, and general mayhem, you would not only win an imaginary cookie, you’d also win a visit to [insert corp]’s wonderful Human Resources Department… Specifically the Attitude Adjustment centre, because you’ve quite clearly got the wrong idea about how the Glorious Corporation works.

It is, however, somewhat loadscreen heavy. Once the game actually begins, there’s less, but with my setup being less than optimal, three loading screens is a significant time investment once the game begins. And then the fun begins.

See all those dots in the minimap? People. Many of them more important than you realise at first.

See all those dots in the minimap? People. Many of them more important than you realise at first.

Except… Once you leave the tutorial, the openness of the world works against you. The game, in a sense, resists being played. The camera refuses to move from a certain angle, despite tall buildings getting in the way, and you will be spending a fair amount of time paused in the mission control screen, poring over what you know of the map. It’s also pretty resource intensive, so it’s more important than usual to meet more than the minimum specs, or else you’re going to be waiting longer, and reacting more slowly to situations as they develop.

I have to admit, although I love me a good cyberpunk game (And, importantly, Satellite Reign remains cyberpunk until you get some serious kit. For all that you’re a rival corporation, and clones exist, you’re still only four folks), I’m not so fond of Satellite Reign. The game clearly colour codes and highlights the sorts of things you want to keep an eye on, the music is quite tense, and very fitting, but you’re in an information overload from the word go, and it’s difficult to filter that.

Do I go for ATMs? Do I rob a bank or three? Get researchers? Try and level up my agents by hacking, murdering, sabotaging and hijacking? I don’t knooooooooow!

Security is no joke, even at the beginning of the game. Most of the reason I prefer stealth.

Security is no joke, even at the beginning of the game. Most of the reason I prefer stealth.

I do like that there are multiple paths through a situation. For example, the first mission, you can sneak in the back door and avoid two thirds of the security, in and out if you’re quick enough. Or you can go in the back door, gun everyone down, and leave as you came in. Similarly, you can level your agents in interesting ways, and there’s leeway even within their roles. But personally, I’m feeling lost, torn between several directions, and while that sort of fits the mood of the game, it’s not really for me. It’s a game that seems to requires multiple losses to truly master, but, unlike a roguelike, which follows the same philosophy, losing isn’t a case of “straight back in”, but loading screens and the tutorial mission. Or reloading the save.

I also like that there’s a lot going on, in a sense. Civilians, police, drones, cars… They’re all constantly moving, making for a living tapestry, and the dystopian vision is quite clear every time you turn down a side road and see rubble, and the city’s dispossesed (Who you can take advantage of). Alas, I sadly don’t think this game is for me.

If you like open worlds with lots to do, skill options, are good at squad level micro play, and don’t mind a lot of info being thrown at you, then being left to your own devices, this is probably a good game for you. If you don’t feel that real time squad combat and stealthing is your thing, then you’re probably better off with something more focused.

The Mad Welshman sat on his corporate throne, head in his hands. The synthesised voices of his agents rang in his ears, and he thought very hard of the Bahamas HR Centre.