Read Only Memories (Review)

Source: Cashmoneys
Price: £9.99
Where To Get It: Steam

This review is mostly going to sound like gushing. And, in a sense, it will be. Because most of the flaws with Read Only Memories are in questions unanswered, and in flaws with the interface. But the core of the game… That induced a different type of gushing. But I can only talk about that in general terms, because… I don’t want to spoil things for you.

Turing is adorable, if somewhat... Logical at the beginning. He definitely develops, though.

Turing is adorable, if somewhat… Logical at the beginning. He definitely develops, though.

In any case, Read Only Memories is an adventure game, similar in style to older games such as Cobra Mission, Snatcher, and the MacVentures, in that you have a first person view, and interact by clicking on things, then clicking on icons to do things with them. The inventory is a pop-up box menu, and dialogue runs across the blackspace at the bottom of the screen in JRPG fashion (Y’know, typing letters individually with the option to left click to hurry the words along already). It’s got its problems… For example, the dialogue clicking can lead to missing information if you want to hurry things along (A fast mode helps, but only somewhat), and your interaction icons will sometimes require you to move the mouse away from the thing you clicked, and then back, before you can do the thing you were planning to do.

But this is the thing: Those are niggles, and an adventure game lives or dies on not just whether fans like it, but the story, the aesthetic, the themes, and how it deals with them. In this, Read Only Memories does a good job. Visually, it’s going to remind you of Snatcher. Simple, pixel graphics, anime inspired, and most of it looks like a Syd Mead vision of the future rather than grim and gritty. But make no mistake, the story is a grim one. Turing, a self aware robot, breaks into your home to ask you for help in finding his creator, who had been assaulted, possibly kidnapped. Things snowball from there to corporate intrigue, felonies that would make Gabriel Knight or the cast of Day of the Tentacle wince, and… Not gonna lie, you may well cry at portions. Don’t be ashamed of that, it’s both a testament to your empathy, and to the creators’ solid narrative design.

Conservatism. Conservatism never changes. Pompadours, fringe-lines, fashion... But Conservatism... Never changes...

Conservatism. Conservatism never changes. Pompadours, fringe-lines, fashion… But Conservatism… Never changes…

For all that the visuals don’t match perfectly, they match well enough that you believe in this future, where conservatives aren’t worried so much about the colour of your skin as to whether you want to look like a cat or want to improve on the human design with technology, and where robots, for common convenience tasks, are both common and believable in their functions. It’s cyberpunk as hell, in its way, because you’re not a powerful person (A media/hardware journalist, in fact. 😛 ), and it explores themes of consciousness, and privilege of the future, in a very succinct manner.

Perhaps a little too succinct in places (You may never understand why assuming that a feline person might be the TOMCAT you’re looking for is offensive, and the game won’t tell you unless you’re prepared to fuck up more than you already did), but the writing is tight, the music is fitting (I can’t think of a single track that didn’t fit the mood). The sound design is again mostly reminiscent of games like Snatcher, and what rare voice acting there is (The cutscenes) is fitting. What I particularly like, however, is its accessibility. It’s easy to understand, easy to get into, and, while the cutscene sorta assumes a gender for your character at the beginning, that’s not quite true (That cutscene is another niggle), as you can not only state your name, but your preferred pronouns as well (including custom pronouns). Since you never see yourself, and the character is mostly a tabula rasa (within the usual limits of games with dialogue choices), this is a good design choice. I went with they/them/their, and my own name… I don’t particularly know why, but… It felt right.

You may not think this makes sense. But it does. In context. ...Why yes, this is a subtle way of my saying "play the game", why do you ask?

You may not think this makes sense. But it does. In context.
…Why yes, this is a subtle way of my saying “play the game”, why do you ask?

Read Only Memories can be completed in around 4 hours, but multiple paths and endings mean that this is definitely a replayable game… Yes, including bad ends… Most of the cheevos are hidden, another good design decision. As such, I would recommend this to quite a few folks out there, as it’s a simple enough adventure game (mechanically) that it would be a good entry point for folks who have been scared off adventure games before, adventure game fans will find the puzzles mostly well designed (I don’t know if there was a quiet way to do some things. Maybe I’ll find out later), and cyberpunk fans… Yeah, this is cyberpunk as hell. I definitely feel good about my £10, and I think (Don’t take my word for it, obviously!) that many of you will too. Even if, y’know, you get sniffly and tear up like me.

I’m not going to tell you what end I got, but… Folks who know me and my writings won’t be surprised about it, I’ll say that much.

The Mad Welshman sighed as he read news of another zaibatsu dealing with corruption in the ranks, sipping his Strawberry Power Hassy and brushing his long, dark mane. Sodding business news, he thought.

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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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Maia 0.50 (Early Access Review)

Source: Cashmoneys
Price: £17.98
Where To Get It: Steam
Other Reviews: Early Access 2

Everything is broken. My atmosphere generators have caught fire, I have people trapped in the living quarters due to a planning mistake, and one of my astronauts is waiting in the airlock for a wingman who will probably starve a little while after Airlock Boy runs out of oxygen. Some of these problems are intended. Some are not. But most of them are hilarious either way.

AAAAAAAAAAAAAAAAA!

AAAAAAAAAAAAAAAAA!

MAIA, a science fiction survival and base management game by Simon Roth and the MAIA team, has had a patch history almost as interesting as Dwarf Fortress. Chickens once flocked to magma vents as soon as a game began. IMPs would, in proper Asimovian fashion, try to do impossible jobs. Cats and dogs would walk on the surface of the incredibly hostile world (Called, funnily enough, Maia), with nary a care in the world that they weren’t breathing oxygen, but an incredibly volatile mix of horrific toxins. But for all that, the core idea has come across quite well, and 0.50 continues the trend.

The game’s AI, for example, has gone through some fixing. This is a good thing… And a bad thing for those of us who have been playing somewhat differently beforehand. Before, turrets were a curiosity. Now, they’re a necessity if you want your home to stay powered, as the local megafauna think that your outside buildings are either really good scratching posts, or things they trip over and get annoyed at. But let’s talk about what can be done in the game for a bit.

Essentially, right now, you control a small group of plucky (doomed) british colonists, who have somehow managed to survive long enough to build a small base in a rocky outcropping on the world known as Maia. Or, more accurately, you plan rooms, buildings, and mining operations, vaguely hoping that they’ll do what you want. That’s harder than it sounds. But it’s also more fun and challenging than it sounds.

A little cluttered, but I don't want MegaFauna using my towers as itch-relief.

A little cluttered, but I don’t want MegaFauna using my towers as itch-relief.

For example, you need to leave room for your IMP robots (Yes, the Dungeon Keeper reference is intentional) to be able to expand the base. You have to make sure you don’t open the whole thing to the toxic atmosphere. You have to start from simple needs (Power and Air), working your way up the hierarchy (Air, Food, Sleep, Stimulation), and initiate research into the world that surrounds you. Right now, that process is mostly automated… But already, the first signs of having to ask your colonists to do more work than just putting things up are showing, with Necroscopy. All that is right now is being able to cut apart and study one of the Megafauna of the world, and, once your research level is high enough, build a reactor chamber and dope your water to help stop the colonists going stir crazy (Which… May have side effects), but research also already allows for better energy storage, better food production, bigger oxygen tanks… And a little something that helps save your colonists from endlessly having to repair things.

An intelligent servo-bot, currently equipped with a repair module. These little fellers will happily maintain your atmosphere generators… Right up until they develop a phobia of repairing things!

"I can't take all this BUILDING! BUILDING BUILDING BUILDING, GRAAAGH!" ...Okay, maybe not yet. But it's apparently in the game plan.

“I can’t take all this BUILDING! BUILDING BUILDING BUILDING, GRAAAGH!”
…Okay, maybe not yet. But it’s apparently in the game plan.

You can perhaps already tell, just maybe, that Maia is not going to be a game where things are safe once everything is built. From the beginning, team MAIA has talked of intelligent doors that refuse to co-operate, IMPs with a fear of the dark, things breaking down, things going wrong… And all the while, your colonists communicate with HQ in short messages and procedurally generated haiku. Pretty good ones, actually. It’s a black comedy of a game, which is why I’ve stayed interested throughout the Early Access process so far. The visuals and music pay homage, in their way, to 60s and 70s science fiction, with bulky space suits, tape-reel computers, and alien creatures that look goofy, but are threatening. The UI is quite minimalist (Although it does need a better way to examine completed research, and more clarity on which is LOAD, and which is SAVE), which is good, and the function of things is usually pretty clear, even when it’s currently “NOT YET DEFINED.”

So if you like the thought of a dystopian, understated, science fiction simulator with a fair dose of black comedy, MAIA is definitely one to keep an eye on. But be warned, as is often the case with Early Access games, there are bugs. There are problems. But they are definitely being ironed out, on a fairly regular schedule, and I’m pretty confident, by the time it’s done, that it will be a thing to behold.

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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.

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