The Hive Continues (Master of Orion)

Last week, the update I had been waiting for arrived for Master of Orion. Not updating AI. Not a balancing patch. Just bugs.

…Okay, firstly, that sentence sort of needs context. And secondly, robots and bad humans too. Specifically, the bugs are the Klackon, one of the beloved original races from the game, the robots are the Meklar, another series staple, and the bad humans, the Terran Khanate, are welcomed not only for their voice talent (Robert Englund, the face and voice behind Freddy Krueger, as the Khan; Sumalee Montano, the voice of Arcee, as his adjutant. Both add their years of acting experience to a game already chock full of Big Names), but a bit more tonal balance, and a possible subtle nod to the story within the original games. You see, the Orion Sector is, if the backstory is preserved, an experiment. And the varying alien races are the bacteria on the petri dish. And a common element in Space Opera is… Humans transplanted to other places, to evolve independently. Along with other races (For example, did you know the Darlok and Sakkra are technically related? Well, now you do!)

But while the Terran Khanate is a fascinating mirror of the Utopian ideal represented by the Human Republic, that’s not what we’re here to talk about today. We’re here to talk about how it feels to play my favourite faction, the Klackon Hive Mind.

The Klackon may have a face... But that is merely how they *look*

The Klackon may have a face… But that is merely how they *look*

Surprising nobody, the Klackon are not Good People. They don’t think like us, quite literally, and that creates a race that is, by our standards, automatically “Evil.” They don’t care about individual Klackon, except in terms of a loss of resources. They seem more human for a variety of reasons (Including, I suspect, the need to give a “human” face to all the factions, in terms of player experience), but, like the Meklar, have a different enough mindset that even the beginning narration has to acknowledge that their core priorities are inimical to everything in their way (Spread The Hive and Optimise The Universe, respectively.) Both the Meklar and the Klackon, it seems, are perfect for a game of MoO, which has the “problem” (if you see it that way) of an endgame where nearly any goal becomes possible once you’ve hit a certain point (Making the concept of end goals more a personal preference than anything else.)

But I just like the bugs more. Not only out of nostalgia (They were my first win in both of the first two Master of Orion games), but because I’m not so hot on the OS Memery that spews forth from the Meklar advisor (Your mileage may vary there, obviously.)

One of the things that some folks see as a problem is that the early game and end game for Master of Orion are very similar. You always start on the same kind of worlds (Terran Abundant, for the majority of races), and you often end with a massive superiority, and the universe before you. But it’s often the fun you have crafting your own narrative around this that helps. And with the Klackon, that’s nice and easy.

The Hive starts small. Confined. It longs for the stars, but the resources are not yet there. So it reaches, steadily. Small steps. This time, this Orion Sector, it gets a bit of luck. There are worlds nearby, and it isn’t bothered by anything except small fleets of Space Pirates, the flotsam of the universe as it expands.

...By the mid to late game, even worlds inimical to all life are open to The Hive.

…By the mid to late game, even worlds inimical to all life are open to The Hive.

While weaker than other races militarily, The Hive still has enough materiel to consume flotsam. And so it grows. It reaches three systems before an element of the Not-Hive is encountered. The Human Republic. Quickly, communication is established, and it is decided that eliminating the Not-Hive is a waste of resources. Gestures are made, using a tool of communication: The Embassy, where the Not-Hive is presented with The Hive’s action, in a manner the Not-Hive understands.

Meanwhile, expansion continues. Worlds produce until pollution becomes an impediment to production, and then The Hive focuses on curing the pollution. In short order, a fleet of ships to collectively defend The Hive is created. It is, for now, limited, again by resources, but as resources improve, and tools are discovered, they are quickly added to The Hive.

A world is protected by a lifeform that is dangerous to The Hive, but the system is valuable. The Hive waits. It deals with the threat when force is overwhelming, and quickly colonises the system. By this time, The Hive’s defense fleet is larger and more powerful than all but one Not-Hive being.

The Orion System holds that Not-Hive. Nothing else.

The two most successful life forms in the Orion Sector.

The two most successful life forms in the Orion Sector.

As time goes by, The Hive is improved. The Not-Hive also improves, and soon, there is something else. Something Almost-Hive. The only difference is that it is mechanical, electronic, and not made of plasm and living cells. It is more populous, and is the only direct competitor to The Hive.

MoOGalacticCouncil

The Greater Hive meets to decide among itself who will lead The Greater Hive. The Greater Hive is without consensus.

At points, it even surpasses The Hive. The Hive knows this is a temporary state. Meanwhile, the Not-Hive connect to each other, connect their worlds, in much the same way The Hive does. In a way, they are becoming like The Hive.

The Hive is not amused, or bemused. The Hive knows that this is inevitable. However, all is not well in The Hive, as The Hive has discovered that there is now a Greater Hive: The Galactic Council. It is a strange Hive, a Hive that is Not-Hive, but can be led by those who both have the greatest numbers, and who talk most efficiently to the Not-Hive.

The Almost-Hive, just a few solar cycles after this, loses ground in materiel, and gains it in Greater Hive Currency (Votes)

The Almost-Hive, just a few solar cycles after this, loses ground in materiel, and gains it in Greater Hive Currency (Votes)

The Hive does not react when it finds its grip on this Greater Hive slipping to the Almost-Hive, these… Meklar. It merely notes that it has the resources for a goal that will allow it to thrive by another means: The destruction of the Orion Guardian, and the consumption of its technology, still beyond The Hive’s resources to achieve.

The battle is hard, and tools of The Hive are lost. But tools can be regained. The Guardian does not have that luxury.

The battle is hard, and tools of The Hive are lost. But tools can be regained. The Guardian does not have that luxury.

The Hive is not incorrect. The Hive is never incorrect. The Orion Guardian falls. A colony ship is sent, and The Hive grows. By this point, it cannot be stopped. It will allow the Not-Hive to live, as they no longer threaten The Hive. The Almost-Hive will soon come to the conclusion that it no longer threatens The Hive.

The Hive continues, as it always has. And always will.

This, in essence, remains the strength of a good 4X: That you can tell a story, with only a little nudging. What I just related to you was me basically steamrolling the AI as the Klackon. Said like that, it’s somewhat dull. But the story can be changed. Perhaps to the story of The Human Republic’s quest for Unification, where All Are Friends. The Terran Khanate’s rise to dominance over the Lesser Species. The Mrrshan’s rise to the title of Ultimate Hunter.

That’s the real magic. I just thought I’d share.

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Soul Axiom (Review)

Source: Cashmoneys
Price: £14.99
Where To Get It: Steam

I didn’t really want to take a look at Soul Axiom before release, as it was a puzzle adventure, and game fatigue would possibly have made me forget this one was being released. I’m sort of glad I didn’t, and sort of frustrated. Oh, and it’s by a team of Welsh developers, specifically Wales Interactive. Let’s see how my countryfolk have done, eh?

Elysia, it seems, can be a pretty nasty place sometimes.

Elysia, it seems, can be a pretty nasty place sometimes.

Soul Axiom is a sequel of sorts to Master Reboot, an earlier game, but knowledge of what happened there isn’t strictly required, as the digital afterlife has gotten a 2.0 upgrade… One which has, as you might expect, gone horribly wrong. So it’s up to you to, er… Solve puzzles using contextual abilities like deleting/repairing things, blowing things up, and a sort of object-rewind feature. Also collecting PEMO data (Memory documents shaped like the creepiest banging cymbal monkey I’ve seen in a long time) and the eyes of G.O.D (Acronym deliberate for plot reasons) to expand the story. With them, you get a more complete picture of how exactly everything went wrong, and without them… It stays pretty confusing for three quarters of the game. Which is a problem.

Why is it a problem? Because I’m spending more time looking for monkeys than I am moving the story forward, and, while it’s possible to go back and get monkeys, I have one shot at it, because… One save.

I thought I was free of you, colour matching puzzle... It tasks me. It tasks me, and I shall *solve* it...

I thought I was free of you, colour matching puzzle… It tasks me. It tasks me, and I shall *solve* it…

So, nice things: It has pretty good colour blindness support for the actual puzzles. Thank the Holies, somebody listens when the word “Accessibility” is used. The soundtrack is fairly emotional, from the melancholy bells of the Lighthouse area to the beats of the aztec monkeyland (Although, as a Welshman, I’m confused. Why all the talk about food in the jungle song? I mean, they are saying “Bwyta”, aren’t they, Wales Interactive?) Once the story gets going, it’s okay, with a four character tragedy unfolding that affects the very concept of death itself. Dr. Davies, who discovered Deus Energy; Solomon, a politician and ex-soldier; Dana, a movie actress; and Anastasia Strazh, who had previously worked with Dr. Davies.

Of course, it’s balanced out by the bad in this case: The story is pretty hammy at times, and until you realise one of the characters is a movie star, their “Memories” will make absolutely zero sense. Many of the puzzles seem there for the sake of puzzles (The “Move the skulls to match colours” puzzle is possibly the most egregious so far), and that single save thing is a real git, considering there are three possible endings, one for three of the characters, and the trigger isn’t obvious as to which you’re going to get. The paths genuinely don’t have any differences I’ve noticed except for the end, although getting all three leads to something extra. Just as, y’know, collecting everything does.

AAAAA, STAY AWA- it... It's... A collectable? AAAAAAAAAAAAAAA! [Screaming fades to distance]

AAAAA, STAY AWA- it… It’s… A collectable?
AAAAAAAAAAAAAAA! [Screaming fades to distance]

This, in essence, is my core problem with Soul Axiom: Whether you think you do or not, not collecting everything is a lesser experience, while collecting everything… Sometimes requires either a guide, or doing everything to everything you can. For example, in the museum… Look up from time to time. Most people I know don’t do that so much. The game is often fun (With the possible exception of the drones in the War Zone. I hate timing puzzles with instafails), and death doesn’t seem to have much of a consequence except for achievements, but it’s constantly reminding you that it is a game, and a potentially interesting story suffers as a result.

I’d still say give it a go if you like first person puzzle games with FPS style movement, just be aware that… Well, the collectables might not be as optional as they first appear.

The Mad Welshman edited his memory of this article after writing it, but he keeps finding creepy cymbal monkeys in his apartment as a result. The IT Helpdesk at TMW has remained unhelpful in solving this problem.

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Defragmented (Review)

Source: Review Copy
Price: £10.99
Where To Get It: Steam

The dark future, it seems, involves pretty numbers going up. Also shooting people in the face, sometimes nauseating camera, and strange facial proportions. With Defragmented, the time comes to play a reviewer/critic’s game called “What am I deliberately ignoring?”

I love the expressions... It's just the odd facial proportions that turn me off. And yes, that probably isn't what you want to hear today, Mai.

I love the expressions… It’s just the odd facial proportions that turn me off. And yes, that probably isn’t what you want to hear today, Mai.

This is a pretty simple game, although not how it sounds. In this game, you note down what features you didn’t really need to use, and which ones you didn’t want to use, and why. Then you ask how it differed from what appears to be the intended experience. So let’s talk about the intended experience in Defragmented first.

Defragmented is meant to be a cyberpunk Hotline Miami, where death is quick, restarting is just as quick, and you’re scored on how quickly you killed your targets, how little you died, and how thoroughly you looted everything. There are, however, problems, and one of them is that it also expects you to use special RPG abilities, level up, switch inventory, and read a plot that doesn’t appear to change with your class.

Oh, did I mention there are classes, with different abilities, different starting weapons, and this… Doesn’t seem to really matter in the long run? Silly me! Yes, you shoot with left click, throw grenades with right click, open things and push things with E, hit things up close with, er… Q… And abilities on F. This would sound fine, if it weren’t for the required action time. Specifically, the moment an enemy sees you, they’re going to fill the screen with tracers, and odds are you’re going to die. Other reasons you might die include “The enemy spotted me from a long way away” , “My ability/gun didn’t do as much damage as I thought it would” , and “Something was blocking the use of my ability/gun that I didn’t quite see because it blends with the wall/floor.”

Pictured: Just some of the confusion that's going to arise. That's just one shooting. Go in the front door, and anything up to three folk will do this.

Pictured: Just some of the confusion that’s going to arise. That’s just one shooting. Go in the front door, and anything up to three folk will do this.

Why doesn’t it matter in the long run? Because most of the abilities are very, very situational, whereas a) Having a gun with bigger numbers, and b) Shooting them repeatedly before they see you nearly always works. Nearly being the operative phrase, because guns have accuracy, which means… Sometimes they won’t hit. Meanwhile, loot is procedurally generated, which… Isn’t terribly useful. Similarly, perspective camera isn’t terribly useful because it then moves around your mouse pointer, and aiming becomes somewhat different, which… Is not recommended when you have maybe half a second to kill the other person before they kill you. Or when there’s an open elevator pit in the near vicinity.

So this, in essence, is the core problem. The only thing that’s really reliable are enemy positions. Loot is procedurally generated, so you could go several levels without a decent gun, the offensive powers don’t seem to scale with the enemies, and melee is… Largely ignorable, due to a similar unreliability. Special abilities, similarly, can be decidedly iffy, to the point where relying on them is a bad idea. It’s a game I want to like, because it has some cool ideas, some interesting designs, and a moderately entertaining story in which the Via Ascensio, home of Cyber-Psychics, is trying to overthrow the Ascended Council, who are corrupt conservatives. Okay, it sounds a lot better in the game, as does the music, but… The game’s got a bit of a conflict going on between its need for twitch, and the more thoughtful end of things, and this is leading to difficulties. Perhaps if the enemies didn’t react immediately, that balance would be a little bit more in favour. But while it’s entertaining, and tuneful, I’m not a fan of either enemies who can shoot you from off screen (Mission 1-2, even with the camera changes in a recent patch), or the uncertainty that any of my plans beyond “Shoot it a lot” will actually work.

I definitely don't grudge the simple visuals, but the camera (And the neon) takes getting used to.

I definitely don’t grudge the simple visuals, but the camera (And the neon) takes getting used to.

But who knows, maybe you’ll do better than I, or see what I’m missing here. After all, for all that it’s hard as nails, and the dying in the same places can get frustrating, death doesn’t really have a consequence (You just restart the mission instantly), so it can definitely be completed. I just wish it didn’t feel like difficulty for the sake of difficulty.

The Mad Welshman can always count on Deal-EO. Powers, politics, safety… None of these things could be trusted. But Deal-EO gave him the other thing he trusted. Guns. Lots of guns.

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Master of Orion (Early Access Review)

Source: Cashmoneys
Price: £29.99
Where To Get It: Steam (NB – Comes with the original 3 Master of Orion games)
Other Reviews: Release

This isn’t really going to be an article reviewing how much game there is. It’s pretty obvious, at this point, that while the game is playable, and victories can be achieved, it’s incomplete, and there is more to come, including balancing of units and the like. This is about another important question: Do NGD and Wargaming “get” Space Opera?

The planetary environments, while the same canned anims that you'd see in the original MoO, are gorgeous.

The planetary environments, while the same canned anims that you’d see in the original MoO, are gorgeous.

Judging by the tears leaking down my face from the opening theme, with its violins, choirs, harps, and wind instruments? It’s a good starting sign. And the game is already showing heaps of promise. Let’s start with the races. So far, every race is presented fairly neutrally. Nobody is unequivocally a “good” or “bad” race, from the proud Alkari, to… Okay, maybe the Mrrshan are a little dickish, what with the “They’ll sometimes even attack their allies for the fun of it.” For those who don’t know Master of Orion’s universe (First seen in 1996 with the titular game by Microprose), there are 10 races, 6 of which are available at this point in the Early Access: The psychic, four armed scientists, the Psilons; The preening birdfolk with elite piloting skills, the Alkari; The tough Space Bears of Nature, the Bulrathi; The ruthless matriarchal catfolk with a penchant for ground combat, the Mrrshan; the reptilian, quickly colonising Sakkra Brood… Oh, and Humans, who have, in Space Opera tradition, formed a Grand Republic. Somehow.

Well, that’s why they call it Space Opera, really… Grandiose in view, and not a little implausible at times. Nonetheless, aurally, it’s an almost constant, and pleasant assault on the senses, from the sweeping orchestral score that quickens the blood and sets the mood well, from combat to colonisation, to the smooth tones of the voice actors and actresses that make the star studded cast. Most are immediately recognisable, such as Michael Dorn (Narrator), John De Lancie (President of the Republic), and Kat Cressida (Mrrshan Empress), while others take a little more work to identify, but no less enjoyment, such as Nika Futterman (Mrrshan Advisor, and, once they’re in the game, Darlok Advisor), John Kassir (The Alkari Advisor, whose squawks, shrieks, and excitement slay me with laughter.) Visually, similarly, it’s all gloss, from the tight UI design (Minimal, but stylistically fitting) to the ships (Each having their own character, and some customisation options, such as 2 model styles per class, and several preset colour schemes.)

The last thing a Space Pirate is going to see in the Early Game: The Missile Lock Indicator.

The last thing a Space Pirate is going to see in the Early Game: The Missile Lock Indicator.

It’s pretty clear it’s had a lot of cash spent on it. So how does it play? Well, it would be a disservice to say it plays exactly like the original Master of Orion, because there are definitely refinements, but many of these are subtle at the present time, and I don’t think we’ll see a whole lot of rocking the boat in terms of gameplay. It is, nonetheless, its own entity, with some changes to areas such as research (No more does every tech lock you out of something, for example), tactical combat (Which is now real time, although still, as far as I can tell, on a level plane. Also, you can get a rough estimate of how your chances are against a fleet or space creature), and pollution (Which, instead of being a Fact of Life, can now be reduced via the build menu.) There is also, because the game is still in development, a bunch of missing features (Such as Tech victories, Economic victories, four races, custom races, and miscellaneous bits and bobs like a full Volcanic Planet description) and the odd typo, but right now? The game is definitely playable, and, if you liked, say, Master of Orion 2, it’s an enjoyable play.

That isn’t to say there aren’t some things that don’t feel a little off to me. It’s important right now, for example, to make sure you hit the “Randomise seed” button for your galactic maps, unless you feel like playing the same map over and over again, some voice clips fail to play at times, and, to be brutally honest, I’m not overly fond of the Mrrshan, although their portrayal is consistent, and makes sense. No, I’m not particularly offended by Mrrshan Sideboob. I’m more annoyed that everyone else seems to be characterised more neutrally, including the Alkari, who are, as far as I recall, bigger assholes as a race. Psilons? Yeah, go out and study things! Bulrathi? Let’s Protect Nature (Any Way We Can)! Sakkra? We’re lookin’ out for our kids! Mrrshan? Yeaaahhhh, more shit to fight, fuck yes! If we don’t find anyone else, we’ll smack our allies around for the fun of it, yeaaaaahhh!

The Mrrshan have pretty ships, but are the least pretty faction, tonally.

The Mrrshan have pretty ships, but are the least pretty faction, tonally.

However, aside from these few hiccups (One of which may well just be me), it’s early days yet, and to see polish and promise this early on makes me feel fairly confident that, even if Master of Orion doesn’t break new ground, it’s already got character, it’s got atmosphere, and if it continues to improve and refine, it’s going to do well.

The Mad Welshman grinned as he stared at the holovisor. GNN had voted him “Most Dashing Tyrant” for the second year running, and… The proximity alarms blared as he scrambled to the console. “Oh no… ALKARI!”

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Tharsis (Review)

Source: Cashmoneys
Price: £10.99
Where To Get It: Steam

Sometimes, you have games seemingly designed to encourage us never to leave this green earth again. Games which say “Space is so stupidly dangerous, there is literally no point in going up there.” Tharsis is one such game… And I don’t really think that’s so much intention as theorycrafting over testing.

No, you weren't prepared. You weren't prepared at all, and you're going to die.

No, you weren’t prepared. You weren’t prepared at all, and you’re going to die.

Make no mistake, Tharsis is beautiful. Digital paintings abound, the Tharsis itself doesn’t look bad by any stretch of the imagination, and the UI, while not as helpful as it could be, is laid out well. The music, similarly, hits the right note, with the cutscene music’s mood of “We are fucked” and the main game’s “Okay, but let’s go down working, eh?” It fits. Which makes the game’s core problem of… Er… The core all the more heartbreaking. Essentially, while on a mission to Mars to investigate a transmission, a micrometeoroid shower blows up one of your modules, setting off a cascade of problems, and killing two of your crew, leaving you four crew, and… Well, an ever growing list of potentially lethal problems on your mission. And that, right there, is both the thematic core of the game, and its core problem.

Simply put, there is never, ever enough work to go round. I wouldn’t mind it so much if it were a case of “Welp, I missed saving the ship by one die roll, I can do better next time!”, but it never is. It’s nearly always around 4 weeks in, with an absolute mess of sudden, critical, and life threatening problems. On “Normal” difficulty. And it seems to show how little thought went into the interaction between game elements that I cannot find a single way to get myself through this block. If I somehow had seven dice (out of a maximum of six), and managed to roll every single number on those dice once (Plus a 5) and got the right piece of research, I would be able to manage one out of five critical problems that arise. But this is also assuming, firstly, that I had seven out of six dice (An impossibility), secondly, that none of those six results were Void (Removes dice), Injury (Removes a health level from a crew member), or Stasis (Locks the number rolled), and, last but not least… It would be assuming it’s only one 20 odd dice problem, instead of… Er… Up to four.

Sometimes, your end is as ignominious as this. Others, it's at least mercifully quick.

Sometimes, your end is as ignominious as this. Others, it’s at least mercifully quick.

There are things that can sort of help, but they require dice to use, and usually specific numbers. Want some food to give one of your crew more dice next turn? This requires firstly, that nothing else life threatening is distracting you (Good luck with that), and secondly, that you get… Er… At least two dice with the same number. Assuming, of course, that you have two spare dice to go around. There’s more, of course, but it all comes back to the same core problem: You simply do not have enough dice to even attempt anything but prayer. In a sense, this is fitting with the mood the game is trying to portray. You will not win this game through strategy, because the dice are the true arbiter of whether you survive a turn. On the one hand, it’s relatively quick. On the other, once you’ve won it once, there’s really not much incentive to come back, as the story, and the ship remain the same. All that changes is the crew (Four members, with most choices being unlockable through… Well, grind, basically. Did you research 800 things? Have a crew member choice!) the specific set of disasters you’re going to go through (Which come in flavours of “Will blow up bits of the ship”, “Will turn off those features you rarely use because you’re too busy stopping the ship from blowing up”, “Will take away food”, and “Will take away dice”), and the side projects, combination heal and harm decisions that might give you that edge you need… But it’s generally doubtful, and as the stress mounts, the decisions get worse, and the chance of fuckups costing heavily increases. Oh, just for reference, stress is the bar on the left of the character’s portrait. Research falls to the same problem: You do not have the dice to spare, most of the time.

Do I think it’s well designed in terms of trying to recreate a mood? Yes. Do I think anyone except the masochistic or those who explore thematic design principles will enjoy it? Jesus wept, no. Do I think it could be rebalanced to be less sadistic to appeal to a broader audience? Yes. Right now, however, it just isn’t that approachable. There’s a lot of potential clarity work to go in, there’s grind for questionable results, and this is basically a game about managing luck. Skill will usually get you 4-6 weeks in, but you’re going to need 10, and for that? RNJesus is your only real recourse. For the price it’s asking… I’m not really sure this would appeal very broadly.

There is rarely a good choice here. There is rarely a good choice *anywhere*

There is rarely a good choice here. There is rarely a good choice *anywhere*

The Mad Welshman groaned as yet another monitor sparked in an alarming way. He was six weeks from retirement, dammit, this was meant to be an easy mission, and he couldn’t even get the satisfaction of recreating that one scene from Dark Star at the rate things were going!

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