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.

Become a Patron!

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.

Become a Patron!

Going Back: The Eye of the Beholder Trilogy

The Eye of the Beholder Trilogy is a microcosm of the problems of the games industry, even today. Despite this, they’re still pretty much lauded among RPG players, with the exception of the third game, which has widely been panned, for reasons we’ll go into. So let’s go back, to the early to mid 90s, to see exactly why these games are both good… And why I said that first sentence.

D'aww, isn't that Kobold adora- AHH KILLITKILLITKILLIT!

D’aww, isn’t that Kobold adora- AHH KILLITKILLITKILLIT!

Eye of the Beholder was developed by Westwood games, who you may remember for the Command & Conquer series, and, if you’re old or savvy enough, the Lands of Lore and Kyrandia games. It was published by SSI (Who had a license from TSR to make Dungeons and Dragons games) in 1991, and, for the time, it was pretty good. In essence, it was a simple dungeon crawl beneath the city of Waterdeep, which had a big problem: An unknown threat (That totally isn’t a Beholder, folks!) wanting to conquer the city from beneath. As you travelled, first through sewers, then through ancient dwarven tunnels (Recently recolonised by some of said dwarves), and through ever weirder locales until you reached the Xanathar, head of the monstrous guild of the same name, and slew him. Along the way, you had hints of a larger plot that, for the most part, went unanswered. What was up with the dark elves (Drow) under the city, and their fight with the dwarves? Were they connected? What were these portals, and how did they come into the whole picture? Why did Waterdeep’s Sewers have a prison system, of all things inside it?

Meet one of the tenants of the "Correction Facility". Next stop, the Death Room!

Meet one of the tenants of the “Correction Facility”. Next stop, the Death Room!

Part of this would have been the 90s “Rule of Cool” design (Where style over substance was the key), but just as importantly, the game was rushed. How do we know it was rushed? Because we can see cut content, if we look hard enough. And, since games were somewhat simpler back then, and state or save hacking was easier, it was completely possible to see hints of cut content, just by exploring empty space. For example, there is a stairway, from the lowest level to the highest. You can never walk to it without a trainer, and there is one final portal, with no missing slots for you to put one of the many portal keys you get in the game into. The official guidebook doesn’t even have them on the map. There’s other, smaller signs (Such as one of the surefire ways to kill Xanathar being hidden behind a “Secret Quest” that it’s kind of hard not to run into, or the somewhat abrupt ending, partly fixed in the Amiga and Sega CD versions of the game), but even reviewers of the time noticed it was incomplete.

Still, for the time, it was a pretty good game with a difficulty curve that nonetheless spiked rather hard toward the end, with some good enemy visuals, real time combat (Which was a slightly awkward fit with the spellcasting system… Right click on the spellbook/holy symbol and… Oh, shit, whole party paralyze from the Mind Flayer) and, despite the incomplete feeling, a surprisingly good story for RPGs of the time. I say this, in spite of the seemingly nonsensical placement of monsters (Kobolds on level 1, followed swiftly by undead, then Gnolls and Kuo-Toa, Spiders and Dwarves… ), because it was aimed at AD&D fans, and it was set in one of the more well known settings of the time: Forgotten Realms. Specifically, the City of Waterdeep, and the dungeon the city was built upon, Undermountain.

That Mind Flayer fires invisible all-party paralyzes, to represent his psychic powers. He has brothers.

That Mind Flayer fires invisible all-party paralyzes, to represent his psychic powers. He has brothers.

That’s right, in a true blue example of Fantasy Characters Are Not The Smartest, they built a capital city on top of a massive, active dungeon. Several years before Recettear and other games lampshaded this rather distressing tendency.  A shining example of Civic Planning in Fantasy Worlds, people!

Playing through it, at first, is a delight. It’s a simple setup: We’re sent to investigate the threat beneath Waterdeep (One of, it must be stressed, a multitude), and along the way, we find shining gems that defy explanation. The Sewer system has a small, forgotten prison complex inside it (With an execution chamber, hence the undead), and evidence of some pretty nifty, if badly applied fantasy technology (The Rapid Access Transport System… Teleporters for sewer workers. A pressure plate based flow management system). Later on, there’s a small, failing dwarven kingdom, besieged on all sides, but unable to ask the Lords of Waterdeep for assistance (And, as it turns out, hold a key to defeating the Xanathar.) Both the known henchmen of the Xanathar are treacherous (Shindia, and a threatening mage who sadly remains unnamed) , aaaand… While it’s absorbing, it’s bittersweet to look back and know that precisely none of those mysteries (Shindia led a group of Dark Elves planning to attack the surface. What became of that? What was with that “Museum” full of monsters in stasis? Had we upset the delicate balance of power in Undermountain?) are explained.

Outdoors! Finall- Eeee, wolves! Crap!

Outdoors! Finall- Eeee, wolves! Crap!

For the second game was to take place somewhere entirely different. Now, one thing about the Eye of the Beholder series (And many other RPG franchises of the time, such as The Bard’s Tale, Wizardry, Might and Magic, and a few other games, such as Breach and the rest of OmniTrend’s “Interlocking Games System” series) is that the characters can be preserved between games, and Eye of the Beholder 2… Depended on that. EoB 1 was an incomplete game (Albeit a fully working one). Eye of the Beholder 2 suffered from a second common problem in game design: Difficulty Balancing Issues.

Eye of the Beholder 2, very early on, pitches you into a cramped room with sixteen skeleton warriors. It has an entire set of levels where you can’t heal, or regain spells. It’s a tough game to finish. But it’s still lauded as the best of the trilogy. Why is that? Well, partly rose coloured glasses, but it has to be admitted that Westwood stepped up their game on every front except balancing. More spells. More moments where your characters’ alignment/class actually means something (For example, if you try to dig up some graves you find in the first area, your Paladin will tell you it’s wrong… And then just straight up leaves if you push. No, I’m not going to tell you if it’s worth losing them.) Better music, and somewhat better visuals. The main villain is still a stereotypically evil cackling… Er… Skeleton Dragon (Dran Daggoran, or A Grand Dragon… sigh) with stereotypical, cacklingly evil plans (Build up a fake church in a world where atheism is a bad choice, gain an army of undead goons, rampage for a bit… ??? … Profit?) but the writing, overall, is better. Here, let me take an example from the beginning.

See! She's so harmless... Like... That other lady, from Lands of Lo- Oh. OH...

See! She’s so harmless… Like… That other lady, from Lands of Lo- Oh. OH…

There’s a nice old lady you meet in the woods who can guide you straight to the Temple of Darkmoon (Where your quest lies), avoiding encounters along the way… But, in a fit of Adventurer’s Paranoia, you strike her down. On her body is a single note. No, she’s not a mimic, or a spy… She’s a terrified old lady whose family is being held hostage. Well, now you know the temple is shady… But at what cost?

The Temple of Darkmoon, in a shift from the first game, is pretty self contained. Everything is to do with the quest, and there are no unexplained details that I’m aware of, and this actually adds to both the quality of writing… And the feel of isolation. You are definitely up against it, but alas, the difficulty really does spike in this game. Fought Xanathar last time without the oh-so-secret item? Had a hard time? How about multiple Beholders? Or timed puzzles? The ending, once it comes, feels less of a reward, being almost as perfunctory as the last game. Well done, said Khelben Blackstaff, High Wizard of Waterdeep. You stopped the evil plans, go rest for a bit in a pub, that’s what you adventurers do, isn’t it?

Sod you, Blackstaff. You and the rest of Waterdeep.

Yes, and you're a 20/20/20 Wizard/Fighter/Plot Device , maybe, just this once, you can sort it out?

Yes, and you’re a 20/20/20 Wizard/Fighter/Plot Device , maybe, just this once, you can sort it out?

So we come now to the third game. The one that, of the trilogy, is widely considered both the worst, and part of the reason the “Legends” series didn’t continue. And it arose because of a third common problem in the games industry: Creative Differences. Now, that label covers a multitude of possible reasons for cutting ties with a studio, not all of which are actually to do with the creative direction intended, but, for whatever reason (I refuse to speculate, although I’m quite happy to be told), Westwood and SSI parted ways, with the in-house team creating Eye of the Beholder 3.

Visually, it was much better. The music was good, the cutscenes were good. But other things were… Not so good. No, let’s not mince words here. Other things were abysmal. Once again, you could import characters, and that was all well and good. But I hope somebody kept an axe, because without one, you’re going to be wailing and gnashing your teeth… In the very first area. At least until you firstly find an axe, and secondly, realise that large portions of the first area (A forest) can be cut away to reveal treasures, more encounters, and a dungeon. The game was relatively nonlinear, but the encounters felt weaker (With a few surprise exceptions, such as the Feyr… A mostly invisible monster. Thanks, folks, for reminding me to always have See Invisibility on… Or, y’know, flail in that general direction until it died), and the story.

The story also felt weaker. Especially since you could see the plot beats before they happened. From the top…

Yep, this isn't in any way going to lead to resurrected evil gods, no sirree! That's a trustworthy face!

Yep, this isn’t in any way going to lead to resurrected evil gods, no sirree! That’s a trustworthy face!

…A totally not suspicious guy asks you to go to a lil’ place called Myth Drannor (Known among FR fans as a place where Ancient Magic and Things Not Meant To Be Woken Up reside) to kill a demilich (Known to be mostly good), which is guarding something Not-Suspicious Guy’s boss claims is endangering things.

At least one god (Lathander, the Morning Lord) has to help you clean up a mess that you, the player, knows is coming. Hell, the characters, being longstanding adventuring types, should know this is a bad idea. But no, you wake up an Ancient Evil, have to put it back in the box, and…

…Really, as in Wargames, the only winning move is not to play. The cutscenes are pretty, it’s true. But they’re the story of four to six folks doing something they should have known better than to do in the first place, then cleaning it up with divine assistance. The characters, rather than tied up in a cohesive plot, are split among the history of Myth Drannor, and… Don’t really have much to say, beyond what you already know (This Is A Bad Idea). All the extra nice bits, the new monsters, the pretty outdoors areas… They don’t compensate for this core fact. The difficulty curve, if anything, swung the other way to EoB 2… And the critical reception was, as I’ll get to in a moment, deafeningly negative.

Looks meaty... Not actually all that bad.

Looks meaty… Not actually all that bad.

Good writing won’t always save a game. But bad writing, and frustrating design decisions can definitely help kill it. Reviewers at the time disagreed with my note on the visuals and audio, and, if anything, were more disappointed than I am, looking back after some years. It was seen as a Cash-Grab (ding), a disappointing end to a series, and it was unequivocally seen as an end. They were perfectly correct. Apart from the remakes of the first two games, the Eye of the Beholder series was dead, dead, dead.

Now, for all my talk of the games showing that problems have existed in the games industry for some time, and are by no means new, does that mean they’re bad games? Funnily enough, no. Just as some games have their flaws, but are still enjoyable (And indeed, enjoyed) by many, the Eye of the Beholder trilogy is enjoyable. You can even try them yourselves, thanks to the wonderful folks at Good Old Games. They even come with the official cluebooks and manuals of the time, which are themselves worth commenting on, because they’re good examples of such things done pretty well. I have fond memories of the first two games, and, when I feel I’m confident enough to tackle them, will definitely try to Let’s Play the trilogy, warts and all.

But I wonder how things could have turned out differently, sometimes.

Become a Patron!

Interstellaria (Review)

Source: Cashmoneys
Price: £6.99
Where To Get It: Steam , Developer Page

Thank the Space Lords for the pause button. Without this godly power, I would probably be quite, quite dead. As it is, there’s several blank spots in my memory, with only the word “Dammit, reload” coming to mind when I think of them. But enough about my life, let’s talk Interstellaria, by Coldrice, with music by Chipzel, and published by Chucklefish.

My brave starter crew, unfazed by the fact they're shooting blindly at things in space.

My brave starter crew, unfazed by the fact they’re shooting blindly at things in space.

Interstellaria is a space trading, adventuring, and universe saving game involving crew and fleet management, exploring new worlds, and, if you follow the main plotline, saving the known universe from blob-like aliens who are mysteriously abducting entire worlds for… Reasons. It’s a game with wit, where your glorious career starts with you being ejected from your home by your room-mate for being a useless sponger, and where Humans are the most beautiful (and nigh useless) species in the universe. But if it weren’t for that pause button, the game would be unplayable. As it is, I recommend something the very moment you start the game, and at every point where something happens… Pause. It’s the space bar to do that. Without that, you will probably not see all the hotkeys. And you will want those hotkeys. Either that, or frequent use of that pause button. Because the game will not forgive you for not learning them.

Now, this may give the impression the game isn’t friendly. In a sense, it actually is: The function of things is either clearly explained as they come up, or quickly accessible via one of the subscreens like Inventory or Fleet Management, and the game isn’t slow to tutorialise. In another sense, parts of that tutorial UI interfere with your crew selection “quick” bar, the hotkeys for crew selection need you to remember what order you picked up your crew in, and… Look, it’s not the friendliest of UIs, even after hotkeys, so use that pause regularly, alright?

Looting a planet once it's safe is... Ennnnhhhh...

Looting a planet once it’s safe is… Ennnnhhhh…

Honestly, Interstellaria is a bit of a mixed bag overall. The tunes by Chipzel are pretty awesome, especially in space battles, but the pumping chiptunes and EDM feel less fitting when, say, you’re on a station selling the junk you’ve looted, or looting a planet. Speaking of looting a planet, it’s got to be my least favourite activity in this game, which is a shame because it’s pretty central to progressing. Basically, you make sure the area’s safe (By killing everything hostile beforehand), hit H(arvest), then F(ast Forward), and… watch them go to it.

In fact… This is, I think, the core of why I’m not enjoying Interstellaria perhaps as much as I could be… Combat, salvaging, space battles… They feel like busywork, and a fair bit of my time is spent in either tasks that don’t take much attention (like salvaging), fights which don’t seem to take much of my attention (ground combat), or fights which mostly don’t take much of my attention, except for when things go wrong, in which case I end up losing track of what the hell’s going on… That would be the space battles, where damage can lead to all your stations damaged, leaving you defenseless, immobile, and blind until you not only repair the damage, but also get your crew back on station. That last bit can be confusing, because it’s not completely clear, until you try to do something, that the station isn’t manned (navigation is the worst for this, while Scanning is the obvious exception). Efforts have been made in recent patches to fix this (Automatic crew assignments, for example), but I think it’s still got a way to go.

"Nawww, this ship isn't unlucky at aaaaallll!"

“Nawww, this ship isn’t unlucky at aaaaallll!”

And I feel slightly guilty for not enjoying this so much, because it’s a genre right up my alley, the only real obtuseness is in the UI and space combat, and there’s some interesting quirks and awesome things, like the variety of races and encounters… For example, Robots (Can’t carry weapons or armour, but don’t need food or sleep), an amusing parody of Captain Kirk from Star Trek (Who seeks out potentially beautiful new civilisations, hopefully with smoochable folks, and diplomatically has big guns), and, of course, the strange energy beings encountered in the first proper plot mission.

So overall, visually, the aesthetic is tight and interesting. Musically, it misses the mood mark, but is awesome on its own (And, indeed, can be purchased separately), and gameplay wise… Well, if you think you won’t mind the slight tedium of salvaging, I’d say give it a go. But it’s definitely not for the impatient, or skippers of tutorials.

The Mad Welshman felt slightly hollow as he opened another crate full of in-demand scrap. He knew there was something more out there… Perhaps a beautiful alien with a bee-hive hairdo asking “Show me some more of this Earth thing called Kissing.”

…Nah, that’d be silly.

Become a Patron!

Guild Of Dungeoneering (Review)

Source: Cashmoneys
Price: £10.99 normal, £14.99 incl. Soundtrack, £5.59 separate soundtrack.
Where To Get ItSteam

Guild of Dungeoneering is, in essence, a game about how impressionable and petty adventurers are. There’s more to it than that, obviously, but at its core, it’s about how a shiny thing, or an easy kill, is one of the easiest ways to lead an adventurer in a dungeon by the nose. In fact, the game counts on it. Because while there’s some things you can directly control about the illustrious (?) members of the Guild of Dungeoneering, where they go isn’t one of them.

...Shame you're going to have to step up your game, though, Dungeoneer!

When you get going, you really get going, and reveal new dungeons to loot as you go!

Now, it’s not often I comment on the visuals of a game, but Guild of Dungeoneering hits a sweet spot with me, because the look of the game is a better version of how I used to try and draw my dungeon maps, back when I was a younger, harder working Dungeon Master. It’s charming, and a lot of effort has gone into making a seemingly simple looking game… Look good. Not in the “It is shiny, and has lots of pixels” sense, but in the sense that it fits the theme really well. It’s a small thing, but it counts for a lot, hearing the scribbles, and watching the map tile being etched into the graph paper that is the world of GoD. In fact, the feel of the game is amazing, and the music… Has to be listened to to be believed. On that, I will only say two things: The game is filled with Ye Olde Bardic Limericks like in the trailer for the game, and they are all pretty awesome, making the soundtrack (£4 or £5.59, depending on whether you buy the Deluxe edition, or buy the OST separately) well worth the purchase.

As far as gameplay goes, it’s again, fairly simple, but meaningful. Adventurers like, in this order, unguarded loot, a monster that will gain them sweet, sweet XPs, aaaand… That’s about it, actually, but the value of the loot is always a factor. Combat and loot, however, requires a bit more thought, because the adventurer will take the shortest path to what they want (Which can definitely be a bad thing) and the classes you choose have a bearing. Will you enter a dungeon with an Apprentice, who starts with no physical defences, but powerful magic? Or maybe a Bruiser, the thug whose spikey demeanour (or armour, it’s not certain which) is so cutting that blocking all damage means you hurt the enemy? And once you’re there, will you go for magical kit, or physical? More blocking, more damage, more healing? Simple choices, but they add up to make a challenging experience. Even putting down more map tiles may open up pathing options for your poor, dumb adventurers that you really, really didn’t want them to pick right now.

Unless, of course, you get Stupid III. Uhhh... Uhhh...

The more loot you get, the more powerful you are! Simples!

So, for all that I’m talking up the game, is there anything I would complain about? Yes, but it’s niggles. There is always the possibility of a fail from turn 1 (For example, the only dungeon tile card you have bridges you straight to higher level wandering monsters), but death of an adventurer… Has no consequence I can see, so feel free to abandon quest if you see that. Animations play at a set speed, and while I’m fine with it, preferring the tension, the option of speeding it up could be put in for the less patient (A concession toward this has been added to the game with the ability to turn icon animations off). It’s also slightly unclear when a guild expansion is going to close off building directions, so a little extra mention there would be great. But, as I mentioned, these are niggles. The difficulty curve seems just fine, as you get a feel for a dungeon and its challenges after only one or two plays, and the game is mostly pretty intuitive. In short, it’s the best idealisation of Monty Haul dungeons I’ve ever seen.

Want to spend around £11-£16 on something with charm, wit, and simple play that’s easy to learn, but hard to master? Guild of Dungeoneering is a turn based strategy game for you. But if you’re the kind of person who groans whenever you have to wait for a movement, or attack, or animation to finish because you want to play quicker, it might be a better idea to wait, see if animation speed options get patched in. Overall though, I think you can tell that I’m enjoying this a hell of a lot. Now, to send a Mime into a Boss Dungeon… Muahahahahahaaa…

No class is a bad choice. Except maybe the Chump. Yeah, the Chump might not be a good idea.

And, of course, the more you earn, the bigger and more powerful your guild gets!

The Mad Welshman was put in charge of The Guild of Dungeoneering, and within a week, the hero population dropped drastically. There is no correlation between these two events, honest.

Become a Patron!