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Sup Holmes photo
Sup Holmes

Exploring absurdity with the developers of Dropsy and Screencheat


Sup Holmes every Sunday at 4pm EST!
Aug 30
// Jonathan Holmes
[Sup Holmes is a weekly talk show for people that make great videogames. It airs live every Sunday at 4pm EST on YouTube, and can be found in Podcast form on Libsyn and iTunes.] On the surface, Dropsy and...
Space Dave! photo
Space Dave!

Space Dave! adds eyeball blasting with a Galaga twist


Sorry Dave, I'm afraid I can't do that
Aug 30
// Jonathan Holmes
Woah Dave! was a pretty big success, though it's looking like the next title on the Dave! series won't be content to simply give us more of the same. While Dave's first adventure was heavily influenced by the 1983's Mario Br...
Capsule Force? photo
Capsule Force?

Capsule Force edu-tainment vignette has surprise dirty bubbles


By the creator of Videoball
Aug 30
// Jonathan Holmes
Former Dtoid editor Vito Gesualdi and Action Button Entertainment honcho Tim Rogers have teamed up for another live action advert for a videogame that they did not make. That said, Action Button Entertainment's Videoball and...
Viridi photo
Viridi

Grow your own virtual succulents with Viridi


And play with your own virtual pet snail
Aug 29
// Ben Davis
Viridi is a free-to-play gardening simulator which released on Steam last week in which you grow and care for a pot of succulent plants. The plants grow in real time even while the game is closed, so this isn't the type of ga...

MEOW MEOW MEOW photo
MEOW MEOW MEOW

The best video game trailer ever that I can't stop watching


WHO LET THE CAT IN!?
Aug 29
// Jed Whitaker
I was browsing through the latest releases on Steam when I came across Let the Cat in, a free-to-play game about helping kittens get into a house and was ported from mobile devices. That isn't important though, what is is it...
Friday Night Fights photo
Friday Night Fights

Friday Night Fights - Chicken parts and PAX farts


Game with the Dtoid Community!
Aug 28
// Mike Martin
First off, let's thank the amazing crew handling the new Friday Night Fight blog. You guys are amazing and I appreciate you all stepping up to the plate on this. As some of you may know, I haven't been going through the best ...

Review: Corpse of Discovery

Aug 27 // Jed Whitaker
Corpse of Discovery (PC)Developer: Phosphor GamesPublisher: Phosphor Games Released: August 25, 2015MSRP: $14.99Rig: Intel Core i7-3930K @ 3.2 GHz, 32GB DDR3 RAM, Nvidia GeForce GTX 980, Windows 10 64-bit, Intel 750 SSD "Our feature presentation" is displayed on the screen the moment Corpse of Discovery is launched, followed by a live action video of a press conference with a representative from the "Corps of Discovery" -- a space exploration company -- explaining that communication with one of their astronauts had been lost. Cut to an astronaut groggily waking up in a space station to a recorded voice stating this is your final mission and to make your way to the main computer to be briefed. On the way to get briefed you'll come across various items to interact with including laptops playing silly videos, pictures, and a hologram with an audio message from your wife and kids. Upon reaching the main computer a hologram of the planet is displayed and your mission is read aloud by a recorded voice, letting you know you'll be placing markers on this unexplored planet. Just outside the main computer room is a space suit you'll have to slip on before stepping outside into a barren red planet. The atmosphere of this planet is exactly what one would expect as a lone astronaut on an unexplored planet; extreme emptiness, a lifeless wasteland, and your thoughts.  After you get over the initial awe of walking out of the spaceship onto the planet you'll notice the framerate often dips quite low when moving quickly, and there is a great deal of objects popping in thus breaking the immersion. I played the game on two different computers to see if it was just me or if the game was just optimized really poorly, to unsurprisingly find out my suspicions were confirmed. No matter what settings were adjusted, the results were the same: pop in and frame rate dips; It sure as hell didn't look silky smooth like the slow movement and quick cuts of the trailer lead me to believe it would be, nor was there a helmet around the edges of the screen like shown in both the trailer and screenshots.  [embed]307987:60150:0[/embed] Once you've accepted the dismal optimization, you'll find a nearby helper AI-- a floating orb-shaped robot with glowing blue eyes -- that gives you directions, tips, updates from the Corps HR department and seems to have an intelligent personality of all her own. She warns that standing in direct sunlight will cause radiation levels to increase and points to the first place that needs to be marked, so you set off in that direction. Along the way, between heavy breaths inside your suit, you'll hear the bot remind you that after this mission you will be retired, how appreciative your family will be for all your hard work, and that she hasn't been able to get out a distress call as your ship crash landed leaving you currently stranded. As you find the last marker the bot says her battery is about to die, her distress signal was never heard and that your family will be well compensated. After your bot passes into the battery-less afterlife, you'll be given one last point to go to while avoiding gigantic tornadoes surrounding the area. Taking floaty jumps across the map until arriving at the final point is horrifying, as you're given no hope of surviving and you're light years from home. Upon arriving at the last way point an alien flies onto screen and fills you with radiation causing you to black out, only to wake up back in the base for your final mission, again, only this time on a different planet.  This passing out, waking up back in the base cycle happens a handful of times before the credits roll. Each cycle has hints of passage of time and new messages from a family that misses you, all while being told this is your last mission yet being on a brand new planet. Each planet looks vastly different, with the second being full of lush vegetation and some living organisms, a stark contrast to the starting planet's emptiness, while others have floating rocks, lava, and deserts filled with caves and rocky peaks. There isn't a lot to do on any of them though, as every mission is "walk over there, press action, rinse, repeat" though eventually a jetpack is added to the mix. The catch is that it can only boost for so long before you'll have to wait a bit for its power to recharge, though you can reach the altitude you want and keep tapping it every couple seconds to nearly infinitely stay midair, allowing you to quickly glide between points of interest.  Other than the main objectives there are some other interesting objects to find -- though I use the term interesting loosely in this case as finding mirages of food you miss from Earth is anything but interesting -- that add a bit of information to the astronaut's backstory, giving glimpses at his family life and personal tastes. There are also a couple of kind of funny celebrity impersonators that can be found, one of which is Matthew McConaughey talking nonsense about wormholes like his character in Interstellar. The best extras to find though have to be satellites that play commercials, TED talks and a music video, all that are tailor made to reference what is going on in the game and taunting you with "You're going to die alone on this planet."  Later in the game the tone switches from mystery, to deep hypothetical questions about choice and religion before going off rails and becoming a satire of itself. Suddenly your AI robot friend is more self aware, swears and doesn't even provide you your assigned mission, before mocking you for doing the same thing over and over. Perhaps your character is going mad or is in Hell, the game doesn't really ever make it very clear.  I have a feeling the developers don't even know what to do with the story and kind of just gave up and decided to try to make it comical, which makes the last level feel less like an awesome sci-fi adventure game and more like a shitty mod a teenager would make of a game to impress their friends. Corpse of Discovery's intro sets a very serious and cinematic tone that is carried on through most of the first half of the game before derailing and turning into a parody of itself, ruining what could have been an otherwise beautiful experience apart from the horrible optimization. At around three hours, it's hard to recommend Corpse of Discovery to starved sci-fi fans, let alone the general public, and especially at full price. With some optimization patches it would be at least worth a play through for sci-fi fans, but as it stands I'd let this one get lost in space. [This review is based on a retail build of the game provided by the publisher.]
Corpse of Discovery Rev photo
One Man's Sky
I'm a huge fan of the recent resurgence of sci-fi blockbusters such as Gravity, Interstellar and the upcoming The Martian, and when I watched the trailer for Corpse of Discovery I couldn't help but see the influence...

Deals photo
Deals

There's a bunch of Mad Max pre-order deals at more than half-off


Witness some deals
Aug 26
// Dealzon
Avalanche Studio's Mad Max is set to debut September 1 for Xbox One, PS4, and PC. If you're a pay-full-price kind of gamer, you can grab the game for $59.99 and close this tab. For everyone else interested, here's all the Mad...
Turok photo
Turok

Turok and Turok 2 are being re-released for PC


Remember the kid named Turok?
Aug 26
// Chris Carter
Remember when Acclaim offered $10,000 to parents who named their kid "Turok?" I still get a good laugh out of that whenever I think of the series. Beyond that legacy they were actually fun little shooters, and now both Turok&...
 photo
Win one of 3 copies!
The fine folks at tinyBuild were kind enough to give us three Steam copies of the just released Party Hard, so that we could pass them on to you! The game is pretty darn fun imo and for free, how can you complain? To win, all you have to do is leave a comment below containing an awesome gif of party related shenanigans. That's it! Contest ends Sept. 1 @ 11:59pm PST Party on Wayne.

Flywrench photo
Flywrench

Test your reflexes with Flywrench on Steam


From Nidhogg developer Messhof
Aug 25
// Jordan Devore
Flywrench is cool but hard to convey. Gifs help. You control a ship by erratically flapping and tumbling through an abstract world. Different maneuvers change your ship to different colors, allowing you to pass through obstac...

Review: Capsule Force

Aug 25 // Jed Whitaker
Capsule Force (Linux, Mac, PC [reviewed], PS4)Developer: KlobitPublisher: Iron Galaxy StudiosRelease Date: August 25, 2015MSRP: $14.99 Two-on-two multiplayer matches make up the meat of Capsule Force across eight stages that each have an unlockable alternate variation. The matches consist of pink and blue teams working against each other to ride a tram to the other team's galaxy, which is trapped inside a -- you guessed it -- capsule. The first team to touch the other team's capsule wins. Capsule Force is easy to pick up and play. Grasping the controls fully takes maybe a match or two at most; you've got double jumps, an air dodge, normal shots, charged laser shots, a shield, and what I'd call blast jumping. Blast jumping can be performed by shooting the ground and then instantly jumping in the opposite direction for a faster and higher jump, which is vital for perfecting the game's single-player missions. Using the shield requires precise timing, but puts a bubble around your character preventing them from being harmed. Eventually you'll find out that air dodging allows you to double jump right away again, essentially allowing entire battles to take place mid-air. When attempting to kill other players, you've got two choices: normal shots or charging your shot to shoot a laser all the way across the screen, killing anyone it its path if they don't put up their shield. When using the laser, your character freezes in the air, allowing you to focus on aiming your shot. It is really satisfying to get a perfectly aimed mid-air laser shot killing both of your opponents and taking over the tram they were just riding.  [embed]306824:60087:0[/embed] Matches in Capsule Force are intense and hectic the whole time. Even if teams are pretty evenly matched, eventually the tram speed increases a great deal, allowing a quick turnaround for one side or the other. There were times when myself or my friends got a bit lost as to where we were on the screen due to this hectic nature, but it is all part of the fun. I will note, however, that some stages are similarly colored to the characters which can make it easier to get confused in than others. When not laughing your ass off in multiplayer, you'll tackle over thirty single-player missions. These consist of either rushing through stages as quickly as possible, or rushing through stages as quickly as possible while shooting targets. The target-shooting missions are reminiscent of the "Break the Targets" mode from the Super Smash Bros. series, and are just as fun. While it is a multiplayer-focused game, the single-player missions do add a nice distraction and practice, and those who complete them all will unlock stage variations, alternate costumes, and concept art. Giving single-player a purpose other than practice was a good choice, but locking multiplayer content behind it wasn't considering the limited amount of stages to begin with. The eight variations you unlock are essentially all new stages that just use the same backgrounds as the starter arenas, so they are certainly worth unlocking. Unlocking all the multiplayer content won't take more than an hour maximum for most players, so it isn't such a drawback.  If you're the kind of person who has friends over for couch competitive games, Capsule Force is easily recommendable as the multiplayer is a colorful, frantic, hell of a good time, but if you're a loner, give this one a pass. The limited single-player content won't hold your attention for long. I know I'll be playing Capsule Force at many of my shindigs in the future. [This review is based on a retail build of the game provided by the publisher.]
Review: Capsule Force photo
Blasting off again!
It is the far future, the year is 1999, and everything looks like a 1980s space anime; no, you're not tripping on mushrooms and having a flashback to your childhood, you're playing Capsule Force.   Capsule Force&nbs...

Sup Holmes photo
Sup Holmes

Sup Holmes rides the pram with Kat and Eric from Klobit


Sup Holmes every Sunday at 4pm EST!
Aug 23
// Jonathan Holmes
[Sup Holmes is a weekly talk show for people that make great videogames. It airs live every Sunday at 4pm EST on YouTube, and can be found in Podcast form on Libsyn and iTunes.] [Update: Shows over, guys!...
RCR: Underground photo
RCR: Underground

River City Ransom: Underground comes to Steam Greenlight with new trailers


More delicious Disasterpeace music!
Aug 23
// Jed Whitaker
It has been nearly two years since River City Ransom: Underground was funded on Kickstarter, and the game has just recently went up for voting on Steam Greenlight with the above new trailer in tow. While you're giv...
Deals photo
Deals

There's finally a deal on Rocket League for PC


Save some money for the happy meal
Aug 21
// Dealzon
Rocket League, one of the current top-selling games on Steam, finally made its way onto third-party retailers. The game is now listed at UK-based Green Man Gaming, and you know what that means: discount time! Rocket League (...
Rick and Morty Dota 2 photo
Rick and Morty Dota 2

Now Rick and Morty can nar-*belch*-rate your Dota 2 matches


Radiant just wiped out the Roshan guy!
Aug 21
// Patrick Hancock
The announcer packs for Dota 2 are easily some of the best purchases available within the free-to-play game. Personally, I go back and forth between the Stanley Parable and Bastion announcers. Not only are the...

Review: Fingered

Aug 21 // Nic Rowen
Fingered (PC)Developer: Edmund McMillen and James IdPublisher: Edmund McMillen and James IdRelease Date: August 18, 2015MSRP: $1.87 Fingered, is a deduction game made by Edmund McMillen (Super Meat Boy, The Binding of Isaac) and his frequent collaborator James Id. Which means its a messed up deduction game. Fingered casts you as a detective/executioner determined to clean up this city by taking the shaky, confused, half-contradictory descriptions of criminals from a bunch of weirdo busybodies and fingering somebody with them (in the accusatory sense of the word). Find the person who fits the description best, put them in the chair, and throw the switch on them yourself. Give due process the finger. You start with a line-up of scumbags and shady characters. They all look guilty of something. Look at them, shuffling nervously under a flickering light, holding tiny number cards in front of them like flimsy shields. Who could it be? You can practically smell the flop sweat, the fear.   You go over the witness's clues again confirming the most important facts, what they know they know. The suspect is definitely a heavyset man, so you can let the skinny-boys go. He was probably wearing something hippy-ish (what counts as a hippy these days? Does the witness mean “hipster?”) He's maaaybe kind of a jock? (a fat hippy jock? The hell does that look like?) You do your best to ignore the “um's” and “er's” of indecision, the inherent haziness of memory. It's only a man's life on the line. NBD, right? Try to knock this out before lunch, it's nachos and wings in the cafeteria today -- finger food. One by one you winnow it down, until there’s just two suspects left. They both fit the profile, they're both so similar. But there is at least one big difference between them, one is going to go home while the other will never breath free air again. Which one is up to you. Pick one. Damn one. FINGER one. Whoops, wrong guy.   You get one freebie in Fingered. Sending a single innocent man to the chair will be swept under the rug, but fry up a second one and it's time to turn over your badge and finger gun. This is the likely outcome for most games of Fingered, there are 21 randomized cases to close (the suspects and clues are different each time out) and its so easy to finger the wrong guy. Especially since each witness throws their own curve ball into the mix. Negative Nancy describes everything in loopy double-negatives to trip you up. Bigot Barney has some obvious prejudices you should probably factor in before taking his testimony at face value. And forget about the non-human witnesses, those guys just don't get it at all. After about the tenth criminal, your job gets significantly harder. The witnesses clues get more confusing while external pressures like time-limits and vision obscuring accidents hinder your investigative efforts. The line-up of bizarre, procedurally generated suspects grows longer and stranger. It will take a sharp, quick eye to spot out the telltale details to make your case. It wouldn't be a game by Edmund McMillen if he didn't slide in a few cheeky references to some of his other games. Eagle eyed detectives will spot the occasional guest star or celebrity cameo in the line-up ranging from Meat Boy himself, to other more vilified characters like Charles Manson and Phil Fish. Always a pleasure to finger a familiar face. It would be easy to write Fingered off as weird for the sake of weird. It has a bizarre premise and is presented with the kind of perpetually adolescent gross-out art style of a lot of McMillen's games. It's scored with positively hypnotic jazz and narrated by a guy who sounds like the protagonist of Dragnet strung out on painkillers. It IS weird. But, it's also darkly subversive. A gallows humor take on a kind of justice that really did imprison and execute a lot of innocent people based on dubious descriptions and contrived conjecture. It's not belabored, but there is a bit of a message behind the poop jokes and easy double entendres. It's smarter than you might think at first glance. The randomized criminals and clues combined with the idiosyncrasies of the various witnesses can result in some tricky logic puzzles, line-ups that will leave you stumped. But it never seems unfair. Despite the randomized nature of the game, the perp always seems obvious in retrospect and it never feels like the game is cheating (except possibly the last witness, but it's a joke I won't spoil). Fingered is a pinky-sized bit of fun. It's not hard to get everything you need from the game in a single night of sleuthing, but at the bargain price of $1.87, it feels worth it. A wonderfully weird, smart little game for less than the price of a cup of coffee: you could call it steal or five-fingered discount if that kind of wordplay tickled you. Really though, in all sincerity, I think you should get Fingered.  [This review is based on a retail build of the game purchased by the reviewer.] 
Fingered review photo
Up to my knuckles in justice
Up until very recently, eyewitness testimony was the single most persuasive form of testimony a jury could hear. If someone could stand up in court, jab their accusing little finger at a suspect and say they definitely (well,...

Review: Gryphon Knight Epic

Aug 20 // Jed Whitaker
Gryphon Knight Epic (Linux, Mac, PC [reviewed])Developer: Cyber Rhino Studios Publisher: Cyber Rhino Studios Released: August 20, 2015MSRP: $12.99  A diverse group of warriors set out on a journey to kill a great dragon, and upon doing so find a stash of treasure; Gryphon Knight Epic's intro is seemingly ripped straight out of J.R.R. Tolkien's writing. The same goes for Tree Stache, a mustached tree character met later in the game. The warriors all find weapons and take them with glee, while the gryphon knight himself, Sir Oliver, takes a shiny amulet. Turns out the weapons are cursed, causing all the characters to let their bad sides take control of them and, wouldn't ya know, the only thing that can cure them is the amulet. Sir Oliver is told this information in pretty plain English by his bad side that presents itself as a shadowy physical incarnation of him, but he doesn't seem to grasp it right away. I think Oliver not grasping what was just told to him was supposed to be funny, but it just wasn't, much like all of the writing in Gryphon Knight Epic. You could guess the story, as it has been told a thousand times: Knight frees all his friends, then faces the ultimate evil. The ending is especially cringeworthy. It abruptly sets up a sequel that surely no one will be clamoring for. On the surface level, Gryphon Knight Epic looks like it could be something new for the genre, but the only things it does original are terrible. If you've played more than one side-scrolling shooter, you've probably realized that most of them have one tiny hitbox where the player can take damage and they are otherwise invulnerable. This is not so in this case. If any part of Sir Oliver touches a projectile or enemy, including the feathers on top of his armor, he takes damage. This wouldn't be such a problem if he weren't such a large sprite to begin with.  [embed]307100:60084:0[/embed] Stages can be played in any order and at any of the three difficulty levels, which should be labeled: way too easy, way too hard, and why would I even bother? As a self-proclaimed seasoned veteran of bullet hell shooters, I found myself having to resort to easy mode. The difficulty mostly comes the aforementioned hitbox size, and the fact that bosses are brutally difficult and even a challenge at times on the easiest difficulty. Most games have boss fights with a pretty recognizable pattern that gives the player a visual cue of an impending attack with time to react. That isn't the case here. One particular boss, a giant frog, will quickly snatch Sir Oliver out of the air and chew him up, taking a large portion of his health with little to no time to try to avoid being attacked.  Upon running out of lives -- a concept that should have died with arcades -- you'll be forced back to the level selection map and will have to either play the whole level over again or half of it depending on how far you made it. While it is nice to have checkpoints in most games, this is the only side-scrolling shooter I can think of with them, as most games just let you continue at the exact screen you're at, costing you power-ups or score. Because of these checkpoints, you'll have the displeasure of repeating the same parts of level multiple times, and who doesn't like repeating entire sections of levels multiple times? Oh, that's right, everyone.  Sir Oliver can be made to look left or right with the press of a button, which is useful as enemies can come from both directions, but the way it is implemented mostly kills the usefulness. Say you're heading to the right and then enemies start to approach from your rear. Pressing the button to turn around to attack those enemies gives them time to approach and causes Sir Oliver to start moving towards them at the same time, thus allowing them to be right on top of him before he can even attack. Often times when battling enemies from both sides and maneuvering around the screen, I found myself unintentionally going the wrong direction, which isn't something you ever want a player to experience. Being able to turn back and go the way you just came from would be useful if the game weren't an overall linear affair. I believe there was only one level that required a bit of backtracking to unlock one of the hidden runes found in each level that grant abilities, better states, and some lore. The runes aren't really worth the time it takes to find them as the benefits are minor and the lore isn't all that interesting.  Each time a boss is defeated, you'll gain another magical weapon that uses a bit of an automatically refilling magic bar. These weapons can be used alongside Sir Oliver's trusty crossbow -- which is automatically spammed by holding the designated button -- and are vital to defeating larger enemies and bosses. They deal a considerable amount of damage after being upgraded. Upgrades can be purchased between levels from the gold earned by killing enemies, opening chests, and freeing prisoners in levels.  After playing for around five and a half hours, I found myself unable to afford most of the upgrades, even though I'd completed all of the levels because every time you die, you lose ten percent of your overall gold. Each time Sir Oliver gets hit by an enemy, his squires -- miniature helpers purchased from the store -- lose some of their power as well, making them mostly useless unless you somehow manage to never get attacked. Really, the punishments for getting attacked or dying in Gryphon Knight are far too extreme to allow the game to be enjoyable.  Gryphon Knight Epic isn't a great looking or sounding game. It mostly feels like something you would expect to see in the early days of the original PlayStation; the sprites are all right, the backgrounds are bland and repetitive, and the music is forgettable. At one point, I found myself laughing out loud when I noticed a stage set in the snowy mountains with vikings had elephants and rhinos in the background. From then on I started to realize that each level had an enemy or two that just kind of didn't feel like it fit there: a green blob that looked like a Metroid and a tentacled brain monster come to mind. It felt almost like the devs had created these sprites prior to coming up with the game and just decided to put them to use because they had them laying around.  With hitbox resizing, the ability to move in one direction while shooting in another, and some difficulty adjustments, Gryphon Knight Epic could be an okay game. As it stands, it's a messy medieval hodgepodge that you'd be better off avoiding at all costs. Save yourself some money by instead buying some feathers and a fake beak and putting them on your dog. [This review is based on a retail build of the game provided by the publisher.]
Review: Gryphon Knight photo
Part bird, part lion, part shit
I've played side-scrolling shooters starring space ships, fairies, gothic lolitas, but never had I played one starring a knight atop a gryphon. "How original," I thought, with fantasies of knightly glory on my mind. "Surely this theme won't be squandered on a poorly-designed game." Boy, was I wrong.

Cute-'em-up photo
Cute-'em-up

Shutshimi is a cute-'em-up about a muscular fish


Rapid rounds
Aug 20
// Jordan Devore
Strong-armed fish crack me up, so I had to give this game a look. It's a cute-'em-up in which levels last around 10 seconds or so, "then the player has ten seconds to pick a power-up from the shop for the next round." Except ...
Left 4 Dead photo
Left 4 Dead

Left 4 Dead survivors return for Zombie Army Trilogy


Typical Valve
Aug 20
// Jordan Devore
The survivors of the Left 4 Dead series are back for a cameo in Zombie Army Trilogy on PC. Folks who own Rebellion's Nazi zombie-shooting game can download a free update through Steam that adds Bill, Francis, L...

Review: RymdResa

Aug 20 // Conrad Zimmerman
RymdResa (Mac, PC [reviewed])Developer: MorgondagPublisher: MorgondagRelease Date: August 20, 2015MSRP: $11.99 RymdResa tells a story of humanity seeking new life for itself in the cosmos, told in three parts. As the game begins, Earth has been destroyed by an asteroid and the player is an explorer roaming a seemingly limitless, procedurally generated universe in search of a planet to colonize and ensure mankind's survival. Successive chapters have the player collecting resources and undertaking a larger journey to a separate universe, each expanding the gameplay with different mechanics and challenges. Early on, the game is about survival and that survival feels very much at risk. This is when RymdResa is at its most entertaining. Launched into space with the only most basic of ships, the player must conserve and protect their resources while traveling to nine sectors or they will die, lost and forgotten. Resources, in this case, means fuel, which doesn't deplete over time of its own accord, only used when the ship's thrusters are employed. Other things you encounter in space do affect your resource count, however. Collisions, mines and attacks from passing ships to can cause a considerable loss, and that's likely to happen quite a bit due to some design aspects working together to make it very difficult to understand how fast your ship is moving and predict collisions. The empty space environment provides little visual context to give that information to the player and a narrow, never changing view distance from the ship makes it such that when objects appear on the screen, they are as likely to fly right into you before a reaction is even possible as creep into the frame. [embed]307050:60067:0[/embed] Frustrating as this is (and it truly is), it also does reinforce the fragility of the player's situation and forces them to take it slow, further dragging out the empty gaps and feeding into the game's overlying thematic tone of helpless melancholy. RymdResa is not subtle about what the game wants the player to feel. Cutscene narration preceding chapters and diary pods produced within them ooze nostalgic regret and longing, delivered by a distant, electronically distorted voice that sounds more like a morose robot than a human. This first chapter in which the player is at their weakest captures that spirit most effectively, but it fades with time and progress. Even the most disastrous attempt to complete a voyage is rewarded in some ways. Players earn skill points with experience levels that can improve the efficiency of resource collection, provide the ability to interact with more environmental objects and help ships to perform better, and these levels carry over across all missions once earned. Spacepoints are constantly being added and subtracted, acting as a form of currency that can be spent to launch voyages with the game's seven other ships, and items to outfit those ships are carried in a general inventory accessible at all times. With these systems, by the time the player makes it through the first chapter and on to the second, they're probably pretty far along in their experience development (which caps out at 40 levels). And, suddenly, the stakes are pretty much gone. A seemingly constant accumulation of items to customize ships begins to provide all manner of attribute bonuses (introducing a whole different problem of inventory maintenance within a system desperate for sorting tools and a constant need to sell off useless junk to make room), so that while you're never invincible, it sure can feel that way. It soon becomes the default to quit a voyage out of a sense of not having anything to do rather than because of a failure to accomplish something. Chapters after the first have objectives which can be approached in a non-linear fashion and incremental progress an ultimately unsuccessful mission accomplishes is retained, removing all sense of urgency. What happens in them isn't all that interesting either, as the player collects "materials" (like resources, but green and serving no function outside of the second chapter's main objective) and faces down inscrutable guardians in a series of two-choice dialogue events where it's rarely clear that there is a right or wrong answer, but you're punished for choosing the wrong one anyway. Vast as the explorable region of the game is, which uses a grid-based system of sectors to indicate player location (the number of which may well be limitless and impossible to chart due to procedural generation), there isn't much one can reliably do within all of that space. In some ways, exploration off the beaten path is thoroughly discouraged despite the many opportunities presented. Teleporters dotted seemingly at random will send you off to a far flung sector, but what's to do once you're there? Drift back through possibly many hundreds of sectors, the vast majority of which will have nothing in them or wander off in some other random direction and hope maybe you come across anything of interest that way. I never have, and it's clear that there's more to this game that I have not experienced. A collection of "Research Notes" is referenced with a menu and there's a whole mechanic designed around using them to craft... something. I've never found one and wouldn't know where to start looking for them. Some people are going to dig into this game, absorb its extremely passive gameplay and have a curiosity which leads them to discover these things that I have not. I'm sure of that. If ambiguity and self-directed discovery are aspects of games you appreciate when they exist, and can handle one where you'll spend most of your time not doing anything, you're the audience RymdResa is looking for. [This review is based on a retail build of the game provided by the publisher.]
RymdResa Review photo
The big empty
"Space is big. Really big. You just won't believe how vastly, hugely, mind-bogglingly big it is. I mean, you may think it's a long way down the road to the chemist, but that's just peanuts to space." - The Hitchhiker's Guide ...

Team Fortress 2 update photo
Team Fortress 2 update

Team Fortress 2 gets the ball rolling with a new sports-themed game mode


Created by Bad Robot, of all companies
Aug 19
// Ben Davis
Ready for another off-the-wall Team Fortress 2 update? After the addition of bumper cars from last Halloween, it seems anything is possible with this game. Now the multiplayer shooter is getting another shot in the arm with a...
Heat Signature access photo
Heat Signature access

Gunpoint Exclusive Edition now grants access to Heat Signature


Tom Francis is a kind god
Aug 18
// Patrick Hancock
Tom Francis, creator of Gunpoint, is letting certain people alpha test his upcoming game, Heat Signature. Anyone who owns the "Exclusive Edition" of Gunpoint on Steam has access to the new game until August 30. While Mr....
Infinite nest photo
Infinite nest

Trippy widening gyre Circa Infinity dated for September 9


Woah
Aug 14
// Steven Hansen
I know what you're thinking: Circa Infinity is coming out September 9? Competing with Metal Gear Solid V, but coming up a week late? Seems like a tragic misstep. But perhaps not. Maybe a light, digestible game such as this is just what people need to cleanse their palates of The Phantom Pain's inscrutable weirdness.
Ty the Tasmanian Tiger photo
Ty the Tasmanian Tiger

Ty the Tasmanian Tiger 4 releasing on Steam September 18, first three games are also coming to PC


Well ain't that bonza, mate?
Aug 14
// Joe Parlock
Wow, Ty the Tasmanian Tiger is something I haven’t thought about in 10 years. I always thought it was a weird attempt to piggyback on the success Spyro and Crash Bandicoot had during the  generation before. Th...
Deals photo
Deals

Civ: Beyond Earth - Rising Tide pre-order deal shores up free Steam weekend


More to do in Civ: BE
Aug 13
// Dealzon
Update: GMG's deal dropped another $3 to account for the 10% off instant savings. Pre-orders for Civilization: Beyond Earth - Rising Tide (the first expansion) went live today, and you know what that means... deals coupl...
Deals photo
Deals

There's a big Devolver Digital sale on Steam


Hotline, Shadow Warrior, Talos Principle
Aug 13
// Jordan Devore
Devolver Digital has come a long way these past few years. The publisher is holding a weekend sale on Steam that covers Serious Sam and Hotline Miami, sure, but also a wide array of games including Titan Souls, Broforce, OlliOlli, Xeodrifter, and Hatoful Boyfriend. Movies, too. The discounts are up to 90 percent off and valid until Monday, August 17. Devolver Digital Publisher Weekend [Steam]
Half-off bread photo
Half-off bread

Team Fortress 2 also Am Bread, too


Free update and half-off sale
Aug 13
// Steven Hansen
By some cruel crust of fate, I still have not played I Am Bread, though all I would like to do is to go to bread. The game's rye sense of humor is on display here with a Team Fortress 2 level developed in conjunction with Valve and offered as a free update on Steam. The game's also half off in celebration ($6.50), if you have the dough.
Ark sale photo
Ark sale

Amazon has Ark: Survival Evolved cheaper than it has ever been


Even cheaper than that Steam sale
Aug 13
// Brett Makedonski
Anyone in the market for some more dinosaurs in their video games might be happy to know that Amazon has Ark: Survival Evolved discounted deeper than it has ever been before. The Early Access title has been on digital st...
Skyrim modding photo
Skyrim modding

Skyrim Script Extender is now on Steam, so you can easily fix Skyrim


Weird it's not on the Workshop though
Aug 13
// Joe Parlock
If you’ve done any level of Skyrim modding, you’ve probably come across Skyrim Script Extender. It’s an add-on which massively increases what mods can impact, and a lot of more intensive game-changing mods r...

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