Dropsy (Review)

Source: Cashmoneys
Price: £6.99
Where To Get It: Steam

All you need is love. Well, that and deciphering how to make people happy. This is the world of Dropsy the Clown, who teaches not to judge by appearances, and to be a lovely person. After all, Dropsy may look frightening, but he’s got a heart of gold. And a dog. I mean, you can’t ignore the – Okay, fine, let’s talk about the game he’s in…

Sometimes, the game can appear (and be) dark. But there's a light...

Sometimes, the game can appear (and be) dark. But there’s a light…

Dropsy is a point and click adventure that reminds me of classics like Coktel’s Gobliiins (multiple i’s deliberate), where interactions are mostly simple, but some puzzles take a bit of thought. Certain things may confuse the first time player, used to other genres. The map is just that, a map. It’s not a teleporting map, like some games. Just a map. Dialogue and writing appears mostly gibberish, but that’s because paying attention to the dialogue bubbles is what’s important. And knowing the strengths and weaknesses of your two characters, Dropsy and his pup, are important. But enough about play, because this game is definitely a game working more on feelings than mechanics. And my, it definitely does that.

Funnily enough, it’s Dropsy I feel most ambivalent about. He wobbles as he walks, farts, hugs, and smiles his way through life, and I feel a little ill watching him. Not because he’s horrid… But because that wobbling walk just affects me that way. Your mileage may vary there. Music wise, sad saxophones, vibrant vibraphones, silly xylophones… They all work together to set moods, and the moods chosen are pretty good for where they are. The saxophone, for example, dominates Downtown, where a lady waits for her prince charming on a doorstep, a bouncer fistbumps his friends, a beggar waits for change, and… It feels like a vibrant, if downtrodden city block. The characters, similarly, show their character and expression freely, from the glum ladies on the front step of their house, to the child who runs screaming (Did I mention Dropsy was blamed for a fire that destroyed the circus? Maybe I should have, although he’s not really to blame.)

...Because sometimes, you can make someone's world better.

…Because sometimes, you can make someone’s world better.

Is the game perfect? Oh, heck no. Some of the puzzles are a little obtuse, Dropsy’s walk animation makes me verrry uncomfortable, but the core message behind the game shines through in many senses, and that message is: Everyone deserves hugs and love if they want it, and it can be easily offered. But I’ve fallen in love with this snaggle toothed clown, and good lord, if I had the chance, I’d give the guy a hug myself.

In short, it oozes character, and language becomes less important. Except the language of giving, and hugging. It feels slow at times, but if you’re good with that, I’m definitely good with that. If you like Point N Click that’s simple to play, but tough to work out (at times), then this may well be for you.

<3 Huuuuuuug! <3 … Y’know, if you want one.

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20XX (Early Access Review)

Source: Review Copy
Price: £8.99
Where To Get ItSteam
Other Reviews: Release

20XX is a very important year. In that one year, a robotic hero fought many evil robots, many a time, and achieved many great things. Not as many as Astro Boy, though. 20XX is also a procedurally platformer inspired by the Mega Man series, which moved to its beta stage on the 15th of this month. So… How the heck is it?

Don't get close to Terror Spider. If the Gravwave doesn't get you, the bomb-spiders will!

Don’t get close to Terror Spider. If the Gravwave doesn’t get you, the bomb-spiders will!

Not bad, actually! You might feel a little discouraged by the slightly amateurish looking heroine and hero robots (Nina [Megaman style], who is your default character, and Ace [Protoman style], the red dude), but everything about this game reminds a player pretty hard of a MegaMan game… Until they run across those all important differences. Make no mistake, this is a game with elements of roguelike design. But for those who never played a MegaMan game, let’s keep this simple.

You are a robot, fighting other (presumably evil) robots for (presumably good) reasons. The other robots, thankfully, are not very good at logistics, and have left all sorts of crates and goodies around that might help you, from bolts (Currency), to items (Boost your stats), to entirely new systems compatible with all robots (Weapons and special abilities). You run, dash, jump, wallhop, and shoot your way through levels, fighting a pattern based boss monster at the end of each, get a reward for each level you clear, and pick one of three other bosses from a number of choices to fight next (Each preferring a certain kind of stage). You die once, that’s it, start again from the beginning. But that’s not necessarily a bad thing, because collecting “Soul Bolts” during play unlocks more things to grab between runs. The beta even has “Casual” mode, which… Starts you with 3 items, as opposed to none. More helpful than nothing, considering the variety of items.

There is quite a variety of items... And it may take a while to get them all.

There is quite a variety of items… And it may take a while to get them all.

The game recommends a gamepad, and I’d mainly agree, if only because it otherwise means rejigging an odd (But workable) set of keybinds. The game tutorialises pretty well, so the main thing to deal with is how it feels to play.

Most of it actually feels alright, although it does seem as though levels are balanced more for Nina than Ace, and her alternate weapon modes seem better balanced overall. Most of the time, there are multiple paths to your exit, the enemies scale pretty well, and the weapons are interesting, even if they sometimes feel overpowered. The experience could be better in places, however. While there are some things you can avoid, others generate a little harder than they should for the level they’re on. A single disappearing block going in and out quickly between two deadly flowers? That’s mean. However, for the price being asked, it’s not a bad game, with a fair amount of replay value coming from the generation. There are only three “worlds” right now (A foundry, an ice stage, and an air/jungle stage), but there’s enough variation to keep you busy (For example, the foundry stage can have fire blasters, lava pits, and various different enemy types, not all of which will appear the first time round.) Aesthetically… I honestly preferred the earlier version of Frostor, aesthetic wise, but I can understand the decision to make it easier to read. As to the boss battles, in true MegaMan fashion, they’re pattern based, so once you understand the pattern, it’s a case of… Well, not getting caught in it.

The blue bloom is there for a reason. It's to let you know this thing has a better chance of killing you than any of its similar kindred. Doesn't mean I'm overly fond of it, however...

The blue bloom is there for a reason. It’s to let you know this thing has a better chance of killing you than any of its similar kindred. Doesn’t mean I’m overly fond of it, however…

Importantly for a procedurally generated game, it doesn’t often feel unfair. It does every now and again, but since it’s currently in the beta stage of Early Access, I’m willing to say that’s subject to change. So if you like action platformers with some roguelike elements, this is worth at least a look.

The Mad Welshman swung his Energy Saber, ponytail flying in the wind. The robots of Good woul- Oh, wait, he was a villain in this wo- [BEW bew bew bew bew… ]

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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.

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On Games Journalism: How Much Do You Play Before Review?

Reviewing games, as much as it’s seen as “Just playing a game, then writing about it”, is actually a fairly nuanced subject… And, because one thing I often see is reviews that reveal how a reviewer has missed something that colours their whole review (It happens to a lot of us, but it is something to watch out for), it’s something I’ve chosen to move up the “On Games Journalism” timetable.

How Long Should A Reviewer Play?

A comment I got, a fair while back (As much due to not properly editing an article I wrote while writing the game as differing ideas of “How long should a game’s examination take?”), when I wrote about Skyrim, was that it was not possible to review Skyrim in 33 hours. Balderdash. 4 hours (What I’d written at the start of the review, adding unnecessary confusion) was enough to note a fair bit about how it differed from previous games in the franchise (Especially since I had played the rest of the series), and 33 hours? That was enough to finish several guild questlines, get most of the way through the main storyline, and enough time to get bored. In fact, with a few exceptions, I started to feel bored about 9 hours in, and remained somewhat bored for the majority of the time. I cared about the woes in Morrowind. I cared about the woes in Oblivion. I didn’t, particularly, care about the Dovahkin and the politics of Skyrim.

There are three indicators of when you should stop, gather your thoughts, and write things down. When the game is too buggy to continue (4 BSODs was 3 too many for Sword of the Stars 2.) When you are bored of what you are doing for a long period (The game is not engaging you. Be honest about that.) When you’re pretty sure you’ve got a good picture of the game. We’ll come back to that last one, because it’s the hardest to judge.

Should A Reviewer Finish A Game?

Where possible, yes. But if you are not invested in finishing the game, either somebody on your end fucked up by asking you to review it, or the game just isn’t that interesting in the first place. I was not, and still am not invested in finishing Skyrim, despite loving me some RPG action. However, something complicates this: Often, it is considered bad form to talk about later parts of a game in anything but generalities, and there’s this strange disconnect between readers who want to know if it’s actually worth slogging through a game to the end, and readers who GODDAMMIT SPOILERS SPOILERS SHUT UP WITH THE SPOILERS ALREADY. One of these groups tends to be a tadge more vocal and angry about it than the other, you may have noticed. And even putting a spoiler warning on the title and having a headline view won’t necessarily stop folks getting angry.

This does lead to some less than useful disincentive. Another one we’ll deal with a moment.

However, this varies from game to game. Some games can never be “finished”, so finishing a review is a case of seeing enough of how it plays to know what you’re talking about. Some games have a difficulty curve, or other design features that mean finishing it is going to take you forever (Older RPGs and Strategy games are particularly prone to this), so it’s unlikely you’re going to be able to talk about the endgame. And sometimes, the game makes it not worth the time it’s going to take… The phenomenon known as Grindfest. For example, I’d be surprised if many folks who looked at the .//HACK games actually finished them before review. Not all, because some folk are that dedicated and good, props to them, but many. Because god-damn, that series has some serious grind. Does that mean they’re not good? Matter of taste. But it does mean they’re more difficult to completely review.

How Quickly Does The Review Need To Be Finished?

Ah, this, this is a problem! And I have good news… And bad news. The bad news, first, is that, the later you write a review, the less people will care. Many will think that they’ve gotten a good picture from a day one review, but… This isn’t necessarily the case (In fact, “Day One Review” is often used as an insult, claiming that the review is biased. We’ll talk about that another time.) Skyrim, once again, returns (Yes, there’s a reason I reprinted that one today.) You see, the review was written during a very infamous patch… You know the one. The one where dragons flew backwards, and armour that was meant to be weak to something was strong to it, and vice versa (A misplaced negative number symbol was the cause of the latter, by the way, and it was fixed.) Did that affect the review? Not particularly. In fact, re-reading it, I’m not as sure why it got the hate it did (Even after the correction). I was much nicer to it than I could have been. But it could have.

To take another (and seemingly better) example: You can get an idea of how Half Minute Hero plays from the first hour. But that’s not as useful as you’d think, because the game changes. If you just went by Hero 30, you’d miss the other game modes, how they differ, and extra story that you can think about. You would miss, in short, a large portion of the game you’re meant to be reviewing. Whoops. Big whoops.

The good news is that, in the case of games that take more time to review, people are more patient. PR folks will understand if you take two weeks, or even a month to review a large game. Editors on a publishing schedule less so, sadly.

The point I’m trying to make here is that, the bigger the game, the longer you should take over it. And that although day one issues should be acknowledged and discussed (Especially in the case of trainwreck day ones), they shouldn’t dominate your review.

Am I Missing Something Important?

This is an important issue. Make sure. Half Minute Hero was a good example, and another? SWYDS2015. That arrow is obvious. It leads to more options. But some folks apparently missed it (Not naming names, but it happened.) And so they missed the game getting progressively weirder as it goes on. This, as much as anything else, is a factor in how long you play the game before review. And I could cite many more examples where the game changes in some important fashion later in the game. Hell, one of the first would be the first Ultima, which had a space battle segment late in the game because… Well, I don’t actually know for sure. It was pretty jarring. Might and Magic pulled a similar trick with their first game worlds, CRON and VARN (Stale Spoiler: They’re not, strictly speaking, planets.)

These factors sound simple… But unfortunately, the variety of games, and the tricks developers like to play (Even today), means that you will always find edge cases. It’s part of the reason reviewing is not as simple as it looks. It’s part of the reason why a good review takes time and effort. Mistakes will, undoubtedly, be made. We’ll go into that, other facets of reviewing, and how we all make mistakes another time.

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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

Skyrim3

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.

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