Archive for the ‘Game Reviews’ Category:

Going Back: Brainpipe – The Plunge To Unhumanity

The Eyes. They watch your every mouse click.

The title splash is deceptively simple. Like the game.

Brainpipe is, at first glance, a simple game. It’s a game about falling down a tube, trying to last as long as possible, while collecting glyphs for extra score, and not being hurt by various things. But that’s quite a reductive way of looking at it. Let’s look at it some different ways.

Brainpipe appears to have an ending. I’ve never seen it, but it would appear to have a finite number of levels, with a finite number of glyphs. Providing you’ve done extremely well, there are 9 glyphs in each level. Missing one makes you lose out on the rest for that level. There’s something there. But again, that’s still too reductive. Whether it has a win state, or is an endless falling game, or a fail state (Yes, it has that, for sure, as well as regenerating health) isn’t important here, that’s not the selling point. Nor is the fact that, on Steam, it’s all of £1.59. No, there’s more to it than that, something quite clever.

I actually achieved confusion somewhere after clicking Go.

I missed Dissonance and, embarassingly, Awareness along the way.

It makes references to the oblivion of the self (You are falling down the brainpipe to self-oblivion.) The guide for whether you hit or miss an obstacle looks like a wireframe of an eyeball. Your eyeball… If you focus where the eyeball is, you genuinely do better. Get distracted, and you hit things. Hit things, and the eyeball dilates (Like it does when you’re shocked, or in pain.) If it dilates all the way, you lose. But again, this is too reductive. This is mechanics, and Brainpipe is clever, in that the mechanics blend into the experience it wants to present. I have no doubt somebody is reading this and saying “What, it’s an arcade tunnel falling game, what the fuck kind of deep insight are you looking for here?”

You’re probably not getting it because it’s something that has to be experienced, to be seen, and, just as importantly, heard. You see, your own mind struggles against the concept of self oblivion. It wants stimulus… And in Brainpipe, stimulus is precisely your enemy. The game assaults you, with sound, with pretty lights, with smoke and shifting walls and morphing numbers… When your eye should be on the prize… The subsumation of the self into a single goal… The eye must catch those glyphs, eat them up, as the brain tries ever harder to stop you focussing, the game tries ever harder to trip you up, and you get the urge to move, quickly now, out of the way of an obstacle. You can slow down for a bit, if you want… But if you do, you earn less… You have to rush to oblivion.

The Walls aren't that bad. On their *own*

No sudden moveme- SHIT, WALLS NOW? AAAA [PAIN]

Oh, you don’t fool me, Brainpipe. Or rather, at first you don’t. You start off distracting me only a little. And then you ramp it up. Opera. Showtunes. A man crying “pew pew pew”. A lady muttering, and the only word you can catch is “death”. You’re ominous, then bright, then silly, then dark, then… Fuck, I’ve hit an obstacle. Fuck, I’ve hit ano-fuck fuck fuck TINKLE…

…High score. But those glyphs… Those glyphs still taunt me. I’m almost certain there’s something there, but I’m sure as hell not begging. I’m not asking. And that’s…

…That’s self destructive. There’s the moment of revelation, right there. This is a game that makes you want to destroy your avatar, makes you want to take risks… For a secret that may not even exist, an enlightenment of no-thought, only subtle movements of your eye and mouse, getting twitchier the further you get in, more frightened of failure, of your own forthcoming oblivion.

It’s secretly a really fucking clever game.

You probably can.

…It’s also a game I’m alright at. Can *you* reach further to oblivion?

Brainpipe is available on Steam . There is only one achievement, and it is not a Steam achievement. It is an achievement of the self. Nobody I know has attained it.

Endless Legend: Guardians DLC (Review)

Source: Review Code
Price: £6.99
Where to Get ItSteam

ELGuardiansTitle

Auriga: A sentient world, doomed to a slow death by an ice age it cannot escape. Many folks live on Auriga, and now, with the Guardians expansion, there’s a fair bit more to do. One of the difficulties with reviewing expansions to games is that, many times, you have to ask “But what’s it actually adding to the game?”, as quite a bit of DLC is cosmetic by nature, and so… Can be summed up by the phrase “Wellll… If you want to look like this, then yeah, sure, go for it, otherwise… Don’t really bother?”

Guardians lets you know, from the very beginning, that this isn’t the case. Global Events. Legendary beings. Co-operative and competitive quests… This DLC adds a whole new dimension to the game, and it’s been my pleasure to see how it changes the gameplay.

At least it wasn't the Drakken.

Awwwh crap, who’s building that before me… WHOOOOO?!?

And, from the very beginning, a new goal presents itself: The Museum of Auriga. A whopping 20% approval for each level of the building (Which is based on the city’s expansion), and +20% Research and Dust (the game’s nano-magical currency) across my entire empire if I build it first and keep people happy? That’s… One hell of a first prize, and I can see very few factions, AI or human, not wanting to go for that as soon as humanly possible. And already, I’m wary. Research and Dust are pretty much the core of at least two factions’ playstyles, and 20% at the first tier of the game is not to be sniffed at. The second tier, equally, is pretty powerful… 25% extra industry, over my entire empire, per level? These are game changers, and I’m not entirely sure I like that. I like it even less when I look at my research indicator and see that someone else is building it. That’s pressure, because firstly, I’m playing Broken Lords on this particular review playthrough, and both of those boosts could help my play, and secondly, because I have random factions as enemies, and I’m guessing, judging by the early score boost, that either the Drakken or the Ardent Mages are sharing my version of Auriga, and the empire building could just as equally help them. It’s not insurmountable (After all, I could, after a point, steal the improvement by conquering one of their cities)… But it adss tension I’m not sure I need so early. Helping, however, are Unique buildings, that help shore up weaknesses in strategy, and, later in the game, unique Legendary Units (1 in Tier 3, 2 in Tiers IV and V) with useful abilities like Mind Control and the like, armies unto themselves (No, really… They can’t join armies, they’re that big.)

Papa Nurgle loves you all.

It’s pretty rare this infected village doesn’t belong to somebody else. It’s even more rare they’ll deal with it themselves. Have fun!

Empire goals, on the other hand, are a little more welcome. They unlock technologies (Much like certain story missions do for each faction) or resources (The one I got in Tier 1, Wealth Harvester, gave me enough Dye to use its special bonus for much of the early to mid game), and, like Legendary Buildings, their bonus only applies on a first come, first served basis. Co-operative quests also fall into this category, as they require dealing with a common threat. The one I got early on in the game (Pictured), added tension in more than one respect, because the plagued villages in question, which were making all non-pacified villages more aggressive and lethal? Were firmly in the territory of the Necrophages, who were unwilling to relinquish their favoured sons for the good of Auriga. Again, it adds tension, it adds stories, and that’s the true value of the DLC.

Overall, this DLC is a game changer, adding tension to an already tense 4X game, and whether you want to purchase it or not genuinely depends on whether you want to add more swing to the game, more moments of crying “Oh shit, now they’ve got that thing” or “HAH, Now I am the better builder, and I worry about you no longer!”. Multiplayer is also a consideration here: I’m mainly a single player kind of guy, but in Multiplayer, global events and the competitive and co-operative quests add a new dimension that’s honestly welcomed as a shakeup, variation in what can often be a competition of adaptation and optimal building. The difference shows almost from the beginning, adding impetus to certain goals, and so, if this is what you’re after, then it’s definitely worth the £6.99 Amplitude are asking for. Just be aware that it can seriously change the dynamic of your game, and you won’t be disappointed.

I wish the one for food came earlier... :C

Either extra research, or shoring up a weak research town? YES PLEASE.

Endless Legend: Guardians was released on the 29th April 2015. It was the Ardent Mages who got the first Legendary Building before me, and they cleaned my clock in the mid-game. I was sweating the whole time.

Chroma Squad (Review)

Source : Early Access backer
Price: £10.99
Where To Get It: Steam , Official Site

Kamen Rider ring a bell?

INSPIRED BY… More than just Power Rangers, Saban, come the hell on…

“IF IT ISN’T STARFORCE! CEREBRO SHALL BE MINE, TO SHINE MY RED LIGHT ALL OVER THE WORLD, AND STOP THE WORLD IN ITS TRACKS!”

“TRANSITMANCER, YOUR TRAFFICKING IN EVIL ENDS NOW! WE, STARFORCE, SHALL -” Oh, sorry, didn’t see you there. I was adding my own mental soundtrack to Behold Studios’ Chroma Squad, a turn based strategy game about being the cast and studio of a Sentai studio.

For all that I outgrew some sentai shows (like Saban’s Power Rangers, who unfortunately didn’t like Chroma Squad, judging by the “Inspired by” that Behold had to slap on their title splash…), I don’t think I’ll ever really outgrow the Sentai genre, where bright, colour coded heroes fight rubber monsters and hammy villains with acrobatics, cheap pyrotechnics, and occasionally, forming a giant robot to SAAAAAVE THE WURRRRLD. Just writing that last sentence makes me grin, so you can imagine that I bought an early access copy of Chroma Squad as soon as I could humanly manage. The game is now released, and… It’s already a somewhat different beast to how it was earlier in production. Not completely different, but… Somewhat. I’ll occasionally mention some of these differences for contrast.

Also Transitmancer is revealed in episode 1.

This is not a spoiler. They promised giant robots, you *get* giant robots.

One of the first things I’m going to mention, however, is that, as a game, it nails the broad feel of Sentai studios and their works. You start with extremely cheap costumes, and, if you’ve done well, by the end of Season 1, you’ll have upgraded to… Just really cheap costumes. Each “episode” is basically a simple, objective based fight, usually involving three kinds of enemies: Mooks, Mooks Who Can Shoot, and the episode’s Big Bad (In the case of Season 1, this includes the Fat Alien, the Cardboard Boxer, and the Transitmancer, the mysterious and enigmatic wizard of traffic!), and this also fits the feel of a Sentai show. Your well being depends on being popular, and so a lot of the challenge comes from pleasing your audience, whether through being cool with the fans (Signed photos, for example), or fulfilling audience challenges in a mission. Heck, there’s even a few “live episodes”, where the power of your fans literally powers you up (And yes, this is a thing actual Sentai shows do, it’s pretty awesome.)

Writing wise, it definitely has its strong points. There’s one episode which, if you hadn’t played in Early Access, you’d never know was a reference to the fact that, originally, the hostage really was a lady who’d not been paid enough for a speaking role (Bravo, Behold, for not only changing that up, but referencing it!), and the good natured moment where a fan bursts into the show to take a guest role (And the cast are won over by their passion) is really sweet. It also says a lot that among the first upgrades you can get is an SD Camera. Not HD… SD. I dread to think what they were using before I bought that.

Unironically love this guy.

Wait, where the hell did you come fro- Oooooh, *neat line*!!!

This isn’t to say that I don’t have some criticisms. I kinda liked being able to get hold of individual ingredients, but, presumably based on feedback, that’s been replaced with item lottery boxes. I’m also not a big fan of only having one skill upgrade to my team members per season, because the combination of these factors makes the first season… Well, drag on a bit. The special abilities don’t really need to be used until the finale of Season 1, and it makes the first season, despite its good writing, feel a litte slow. Only a little, though, and it picks up again once you get a Giant Robot, more costumes, and the first possibilities of the promised branching storyline.

Still, I can’t deny that I’m having fun. I’m enmeshed in fulfilling the fan challenges, finding ways to make my limited toolbox of abilities work best for me, and I like the fact that there are two parallel stories going on (The actual Sentai show, which is suitably silly, and the drama surrounding the studio, which I won’t spoil). For £11, it’s definitely got enough content (5 seasons, extra game features that unlock as it goes on, upgrading), and it claims multiple endings, so… If you like light strategy titles with some management thrown in, or Sentai shows, I don’t think this is a bad purchase. It’s not, as it stands, an amazing purchase… But it’s got charm, it’s got a sense of humour, and it does have surprising levels of challenge, even if that’s mostly been on the studio end.

Only one of these exist in Season 1 too. ;n;

It’s not *all* great though… LOOTBOX, WHY DO YOU TORMENT ME SO?

Chroma Squad released April 30th. Now if you’ll excuse me, I have to get back to fighting evil. Oh, and playing Chroma Squad.

Invisible Inc (Review)

Source: Early Access backer
Price: base price £14.99 (Sale going on right now)
Where To Get It: Steam Page , Official Site

It's a Title Splash, Whaddya Want?

Start with two, maybe get four. Stun *all* the guards.

Even as a member of the awesome technological rebellion that is Invisible, Incorporated, I feel sorry for the security. One poor soul has been tazed for the third time in a row, and is no doubt thinking he might want to seek out a medical professional for what is obviously narcolepsy. I can’t feel too sorry, however, as the IT department of this particular company seems to want to eat my babies. This is just one of a large set of feelings I have for Invisible Inc, the latest offering from the creators of Mark of the Ninja, Klei Entertainment. Most of these feelings are positive.

The game boasts that it has 2 animated cutscenes, and I must admit, when I first saw that boast, I was leery of the release product (I’ve been following it since it debuted on Early Access), but my fears were put to rest within minutes. You see, the atmosphere in this game doesn’t depend on cutscenes. It depends on emergent stories, and I’m happy to report that what’s under the hood matches the aesthetic and themes of the game really well. So let’s go into that.

Buh Bye Nika

Sometimes, it can go horribly, disastrously wrong. And by god, it’s entertaining!

Invisible, Inc, despite its name, is not about a Syndicate like corporation, smashing all before it with soulless, mind controlled soldiers. It’s cyberpunk as all get out, and II are the little people, fighting back against the corporations that sought to stamp them out… And almost succeeded. The game’s premise is that the few free members of Invisible Inc are on the run, and have 72 hours (3 days) to, if not win their fight against such entities as Sankaku, the droid centric Japanese corporation, or the German arms supremos, [insert], at least kick them where it hurts. And all we have for that is the means to quietly slip into corporate buildings, a friendly, but limited AI, and not very much else. While options open up the more you play the game (characters who are better at killing, characters who can disable machinery, more hacking options), and you will get more powerful if you play your cards right, at the beginning, you’re up against it, and the clock is ticking.

Gameplay wise, it’s turn based, squad level strategy with some RPG elements. Two to four agents infiltrate a building, either beat down, hack, or avoid security measures, and try to both rob the place blind (Your finances and levelling up are dependent on this) and complete their objectives. And it’s pretty intuitive. There is a tutorial that gives you most of the basics, and the rest is quite helpfully shown in tooltips, in one of the three vision modes you can quickly switch between. And here’s where it gets fun.

Guess who forgot that he could hack a camera drone when he took this?

Tactical View, where the necessity of hacking that one camera drone becomes so very clear.

See, Klei thought their design through, and it shows. It’s isometric, but not only can you rotate the view, you can switch to “tactical” view, which reduces the clutter, or “Incognita Mode”, which is where all the hacking takes place. It’s a risk reward game, where rushing will, done well, ensure the steadily creeping Alarm Level of the building won’t screw you over at a critical moment… And, done badly, will quickly and efficiently see you cut down, your cause lost. But there are very few moments where I’ve put down my keyboard and muttered “That was bullshit”, and, on reflection, most of those were definitely my fault. Like the time I went for a safe that I knew would take more to get to than the three turns it would take for the guard to wake up… And neatly trapped myself, with no backup because I split my agents too often. Or the time I hacked a camera drone, and realised afterward that it had nowhere to go.

Stacking the deck either way, allowing you to fine tune your experience, are Rewinds and Expert Mode checkboxes. Rewind modes are your “Oh sod, I didn’t mean to do that” button, allowing you to turn back time… But they’re a limited resource, adding a layer of tactical depth that remains intuitive. Meanwhile, expert mode restricts you in challenging ways, like adding a turn timer (Oops, now you can’t just sit back and think about it, because there’s ten seconds left to do something aaaaaaaaa-nuuuuu!), or making enemies harder. At its base level, though, the game encourages stealth over violence. Killing most guards will not only up the security level, it’ll cost you money, and that cost… Can quickly ramp up. Add to that that ammo is not always a guaranteed find, and… Well, it’s better to be dodgy, or sneaky, than to be violent, is all I’m saying… And I love it.

I was confident, and the gamble was won. Hell yes.

Do not do this unless you are confident each agent can handle things.

You’ll love it too, if you like turn based strategy and cyberpunk, or roguelikes and cyberpunk (As the levels are procedurally generated). If you’re not the patient type, however, or strategically minded… Don’t say I didn’t warn you when I say this game definitely wants you to think really carefully about whether you want to hack that Daemon protected safe open, or try and knock out that guard.

Invisible Inc released on the 12th of May. A camera droid is watching me write this review, and it’s creeping me out a little.

Convoy (Review)

Source: Bought with my own cashmoneys
Price: £9.99
Where To Get It: Steam PageDesuraCompany Site

The Maria Assumpta

The Mercury… A poor, doomed, possibly sabotaged ship. Let’s roll out…

Log – Discovered near burnt fragments of Convoy #1 by Convoy #2.

Convoy Leader’s Log, Who Damn Knows: I have picked up a new ally on this war torn world. He calls himself Friendly Fire, because he claims he has a bad habit of destroying his allies by accident. I refuse to believe a man can be so unlucky.

Convoy has been described as Mad Max meets FTL, and, in a sense, it’s quite right. It’s a procedural action strategy title where you’re trying to obtain four replacement spaceship parts on a largely inhospitable world. The world is split between three factions (The TORVAK corporation, Raiders, and the Privateers) and all three factions, for various reasons, are likely to try and destroy your convoy along the road. Don’t give them the satisfaction.

The game controls fairly simply, almost entirely with clicks of the mouse, and it looks similar in terms of visual style to FTL (So, it looks spritey, and pretty good overall). The music is interesting, but… It definitely has some minor problems at release. For example, a thing that appears to be happening quite often is items sticking to the shop screen, along with a touch of slowdown every now and again…

I was sure I had a pic of the shop, dammit!

Not pictured: All the DEATH waiting.

But enough about visual bugs, which I’m sure will be fixed, let’s talk about the game itself. Difficulty wise, the main elements are to do with your need for fuel, and the trials and tribulations of combat. Combat is a case of moving your escort vehicles around, targeting enemies as you go, and sometimes (only sometimes), forcing your opponents to ram into one of the obstacles of your running battles, such as pylons, sudden outcroppings, random wreckages, and, in some rare cases, canyons and buildings. Of course, there’s more to it than that, as your MCV, while immobile, has special abilities. The absolute beginning one, for example, is an EMP cannon. Fires once every reload, stuns opponents, destroys shields, and is bloody useful for the aforementioned enemy crashings and burnings.

Your first fights are rarely overly tough, but they do grind your health and armour down, and you’ll need to be pretty savvy. Within the first ten minutes of my second game, I had already spent most of my money on my first gun, and was down to around half the fuel I’d started with. Seeing as fuel can only be replenished by events that reward you with fuel, or by buying it from camps using the game’s scrap currency, it’s always a bit of a worry. No, fights don’t always reward you with fuel. One of the more horrifying events of the game actually comes from fuel loss, where you have a bleak choice. Wait for someone to help… Or render some of your crew down for biofuels. I went for that choice, and I still feel like a monster for doing so.

Buggy not go boom. MCV is sad.

Ooooh, so *close*! I could have saved me a lot of time there!

Still, fuel isn’t an insurmountable problem, and soon enough, you’re riding high, with a full convoy. You beat the somewhat difficult final boss, and… You’ve maybe unlocked a vehicle or two. Orrrr… You’re nearly out of fuel and scrap, your escorts are all destroyed, and all that’s really left is hoping you’re going to luck into enough scrap for a vehicle/fuel, and silently wishing the next combat event, at least, is quick (A criticism is that, sadly, it’s not quick very often. I’m staring at my MCV, slowly getting torn to shreds by a single TORVAK raider I can do nothing about… Not. Good.) . In fact, a single game on normal takes somewhere between half an hour (If you’re unlucky) and three hours (For a safe win).

If you’re playing on Normal difficulty or above, it’s usually the latter, the game is somewhat punishing. This isn’t to say that the game is low on replay value, however. There are quite a few events, and there’s a small selection of different sidequests, some of which are somewhat amusing to find. Case in point, the Insult Fighting event, a fond reference to Monkey Island, or, similarly, the Modern Major General reference (both of which I got at the beginning of my third run, giving me a nice comfortable start of an extra vehicle and some cash)

The party's oooooveeeer

Sure, I had resources, but before I could hit a camp, I lost the escort. It took me ten minutes to die.

There’ve been quite a few runs since then, but my overall opinion is this: If you liked FTL, you’ll be okay with this. It feels a little less balanced, more chance ridden than FTL was, and some of the events are inconsistent in tone (You can shoot pretty much anybody in an event, but it honestly feels like kicking puppies in many of them), whereas the combat is still interesting, and, with a little more polish, it could be good. As is, though, seeing your convoy painfully get disassembled is a frustrating experience. While I would say it’s worth the money, time and enjoyment wise… Play Easy difficulty first, don’t tackle Normal and Hard until you’ve unlocked some better vehicles. And let’s hope they make death a little less lingering.

Convoy, by Convoy Games, released on the 21st of April. The Mercury keeps crashing on Omek Prime, and many men have died due to this temporal horror.