Of all the new genres that found life in the indie developer renaissance of the last decade the one that I’ve had the least interest in is visual novels. Given their preference for story over other game mechanics you’d think I’d be all over them but, for some reason, I just don’t see the attraction to them. I’m not immune to peer pressure however and after a few close friends got wind of Dream Daddy, a visual novel/dating sim where your romantic prospects are all fellow dads, I was bullied into giving the game the once over for a review. Whilst I might not be delving deep into the wonderful world of dating sims again anytime soon Dream Daddy was certainly a charming look into the world of what it means to be a dad in the modern world.
You’re a single dad and you and your daughter have just moved to a new house in Maple Bay. Ever since your partner died you’ve spent all of your available time and energy on raising your daughter and you’re not the social butterfly you used to be. It doesn’t take long for the neighbours to come and greet you, inviting you over for a BBQ and some good conversation. You quickly learn that there are other many single dads in the area and your daughter, who is college bound, pushes you to start socialising more. After signing up for Dadbook, the social network for dads, you begin your dating quest. Now all that’s left to do is figure out who your Dream Daddy will be.
Visually Dream Daddy feels like the Flash games of years gone by with the heavy outlining, solid colours and simple shading. Interestingly it was built on the Unity engine meaning that all those stylistic choices weren’t enforced on the developers, they were deliberately built in. Considering that you’ll be spending the vast majority of your time staring at the bottom of the screen however the visuals are somewhat moot. I don’t consider this a fault of the game per-se since its a defining part of the genre but it is something that has kept me from playing games like this in the past.
As you’d expect from a dating sim the game is mostly a text based adventure with sprinkling of dialogue choices to allow you to mould the story. For each of the 7 dads you can go on a total of 3 dates with them although, if you go beyond the second, they will become your Dream Daddy and that’s the end of the game. There’s a few mini-games dispersed throughout, taking the form of a simple challenge that’s part of the current date you’re on. All the choices and mini-game performance add up to a score at the end which, if you’ve done them correctly, will net you your Dream Daddy of choice. Mechanically it’s very simple although the scoring system is (and I believe this is a deliberate satirization of the genre) very obtuse so it’s hard to judge just what exactly you should say to get the highest score with your preferred dad.
The visual novel genre seems like a bit of a misnomer since the visual aspect is really only a backdrop to the novel part. You’ll spend almost the entirety of the game reading through gobs of text although they’re broken up into smaller bit sized chunks. Whilst I can appreciate the fact that the visuals do add something to the overall telling of the story it’s honestly not too much more. That being said I do think the genre lends itself well to the mobile platform as each section can be done in about 5 minutes or so. Unfortunately Dream Daddy is not currently available on any mobile platform but I’m sure it’d run quite well on any Windows based tablet device.
All the criticism of the genre and implementation aside Dream Daddy does a good job in telling its story, giving all the characters enough room to develop. The narrative is a lampoon of the loving but out-of-touch dad idea, pitting you as a kind of technophobic recluse who still does everything they can to support their child. It’s certainly not written by someone who’s gone through that experience themselves so the stereotype aspects are given a lot more air time than the inner monologue that would explain those behaviours. Still it acts as a good vehicle to explore the challenges that come with change and how sometimes we have to force ourselves to be uncomfortable in order to get more out of life. Many of the story’s aspects are also a play on the dating sim genre in general but, as someone who doesn’t play this genre regularly, I’ll leave the commentary on that to those more well versed in its nuances.
Overall the story is a charming look into what it might be like to be a single dad starting out on the dating scene after many years of being out of it. It touches on many issues that are relevant to growing up in today’s society and isn’t afraid to introduce ideas and characters that are likely to make you feel uncomfortable. The levity that is woven throughout the game’s story does make it easier to digest the giant walls of text however it does start to wear a little thin towards the end. It’s certainly a story I enjoyed although I don’t feel a great compulsion to go back and get all the dates with all the dads. That might be a different story if there weren’t so many other games I’m itching to play, however.
Dream Daddy was an interesting foray into a genre that I wouldn’t have typically found myself in otherwise. The light-hearted look into the world of being a single dad fresh into the modern world’s dating scene, even if it comes from a perspective of someone who hasn’t been through it, is charming to say the least. The fact that all the characters are given enough time to shine is definitely an achievement in itself, something that many games neglect. Recommending it generally though is a tough one as whilst I know there’s a fanbase for these kinds of games (both from the dating sim and general sillyness perspective) for your average Joe I don’t know if there’s much in there to like. Still I enjoyed my time with Dream Daddy, even if I don’t think I’ll be back anytime soon.
Dream Daddy is available on PC right now for $14.99. Total playtime was 3 hours with 16% of the achievements unlocked.
The sophomore release in a new game IP is always a telling experience. For the developer it means that the original release had merit, enough to warrant a sequel getting the green light. This provides them with an opportunity to hone in on what made them successful and what else they could do to improve the experience. Most critically though it sets the expectation for the overall direction of the series, showing us gamers what the developers want the game to become should it garner further future releases. For Shadow of War that direction is clear: it’s aiming to be the next big open world RPG to rival those from other veteran developers like Bioware and Bethesda. In many respects they have met this goal, delivering a game that’s several times the size of its predecessor, but that size has come at a cost.
SPOILERS FOR SHADOW OF MORDOR FOLLOW
Shadow of War takes place directly after the events of Shadow of Mordor with Celebrimbor’s memory fully restored he agrees to join with Talion to fight Sauron. Together they journey to Mt. Doom and forge a new ring of power, one that is free from Sauron’s corrupting influence. However shortly after crafting it the spider Shelob takes Celebrimbor hostage and forces Talion to hand over the newly crafted ring. Not all is lost however as she uses the ring to provide visions of the future to Talion who uses them to keep the human denizens of Mordor safe. However the ring, whilst free from Sauron’s control, still draws his eye and it’s only a matter of time before the Nazgul will come to take it away.
Just like its predecessor Shadow of War is a visually stunning game, absolutely overflowing with detail in all aspects. The aesthetic remains true to the original, retaining a muted colour palette with few flashes of colour to break things up. Whilst the opening credits of the game would have you believe it’s developed on a whole engined, dubbed Firebird, it’s still the same LithTech engine under the hood, albeit likely without the cruft required to support previous generation consoles and some improvements that 3 years worth of development typically brings. The visual fidelity didn’t come at a heavy cost either with my near 3 year old rig still able to run it at high FPS at 1080p. I’ll admit that good graphics are a shortcut to my heart and it’s great to see the series continue with the high standard that was set in the original.
On the surface Shadow of War feels familiar with the main game mechanics staying the same. The combat retains the same beat ’em up core however it’s now augmented by a whole slathering of new mechanics which add a lot more diversity to how your typical encounter plays out. The nemesis system is back again and the procedural generation system backing it now includes a whole swath of additional traits, adding a lot of variety to the Orcs that you’ll be facing. The world you’ll be playing in has also grown considerably with 5 different areas to explore, 4 of which contain keeps for you to overthrow to gain control of the region. The loot system has been significantly revamped and, much to the chagrin of everyone, now includes a microtransaction system which allows you to swap real world dollars for in game loot. Finally an online element has been added into the game, allowing you to avenge other player’s deaths and assault their keeps (both in a “friendly” way and in a ranked system). If I had to guess I’d wager that there’s about 3 to 4 times the content in Shadow of War when compared to its predecessor. Depending on how you feel about these kinds of open world games that’s either a great thing or giant red flag.
The increase in overall scale applies to the combat as well with Shadow of War really feeling like an all out war whereas Shadow of Mordor felt a lot more like isolated skirmishes. The reaction based beat ’em up core is still there however you’ll quickly find yourself dealing with many more enemies than you ever did in the original. Unfortunately the difficulty curve is mostly numbers based, throwing ever more grunts and captains at you in order to increase the challenge. The revamped nemesis system does mean that there are some ability combinations that are more deadly than others (like a top level cursed, no chance, assassin class orc that managed to kill me no less than 5 times before I could get rid of him) but once you get to level 30 or so you will have seen every combination the game has to offer. There also seems to be less tools available for dealing with large groups although I’ll admit I can’t exactly remember what made my build in the original so overpowered. Towards the end I did find a gear set that added explosions to the glaive attack, something which was an incredible amount of fun, but there wasn’t much beyond that.
Progression comes regularly both in terms of gear and skills. Unlike most RPGs where your early choices will dictate how the rest of the game unfolds for you Shadow of War’s skill trees are non-exclusive and unbound to your level. Some of the skills require campaign missions to unlock and most of the skill upgrades are level bound but, for all the base skills, there’s nothing stopping you from getting them at whatever level you chose. Considering the numerous different paths you have to get skill points (levelling, certain missions, side quests and collectables) it’s rare that you’ll ever find yourself wanting for a skill or upgrade. Indeed after about halfway through my playthrough I struggled to figure out where to spend my skill points because I already had basically everything I wanted. Of course if you want to unlock every upgrade you’re going to need all those skill points but, honestly, I don’t think there’s much point to doing so. Once you have all the base skills you’re basically as combat ready as you’ll ever be with a few key upgrade points giving you that slight extra edge should you want it.
Loot comes thick and fast but it’s tied to a RNG system that ensures getting the perfect piece for your build and/or playstyle will take some grinding to get. Pretty much every captain you defeat will drop a piece of gear and, should they have the Epic or Legendary title, a piece of gear will drop with that level. There’s some 54 pieces of legendary gear to collect and, unfortunately, they all drop at a random level that’s close to your current one. That means finding that sweet legendary early on is no where near as good finding it 10 hours later and there’s also no way to upgrade them, meaning they’re destined for the trash bin. This is, of course, part and parcel of why the microtransaction system exists, giving you a shortcut from the gear grind should you want to shell out a few bucks. There are in-game ways to earn some currency of course, the weekly challenge giving you enough to score a few chests, but the one you earn the most of can really only get you a few pieces of epic gear. The gem crafting system I pined for in Shadow of Mordor actually made it into Shadow of War and, honestly, if they had extended that to the entire loot system in some way I think it would’ve been fantastic. Instead the only way to make use of loot you don’t use anymore is to recycle it for silver which isn’t as useful as it first seems.
The grand scale of Shadow of War comes from taking the original’s ideas and copying them out about 4 times over. You now have about 5 areas to explore, 4 of which include fortresses for you to capture. So now you’ll spend a good chunk of time hunting down captains, turning them against their warchiefs and taking down fortress defences all so you can then overtake it and claim the region for yourself. The orc captains also seems to be far more aggressive in terms of when they’ll show up with the number of ambushes, blood brother revenges and other random encounters being far more frequent than I ever remember them being in the original. Indeed it got so ludicrous at one point that I had a betrayal, ambush and blood brother revenge all in one fight, pitting me against no less than 4 captains and their associated armies. I’m all for mechanics that enable emergent game play but honestly this was probably a little too much at times.
The fortress and nemesis system now extends online with you being able to take revenge on captains for killing other players and being able to attack other players fortresses with your own army. Both of these reward you with various chests and a spoils of war currency which, you guessed it, can be spent on more loot boxes. Whilst its kind of cool to see another player taking revenge for you there’s really no interaction beyond a notification. The fortress assaults are similar, only showing who was victorious. Personally it would have been nice to see something like a small movie of the player taking out the captain or the assault on your fortress as otherwise it’s just another piece of noise in the already overflowing world that is Shadow of Mordor. Of course if ranking high on a leader board is your thing then there might be a bit more in it for you with the ranked play but honestly I can’t see the attraction.
With a game of this size it’s inevitable that there’s going to be some bugs that slip through the cracks and boy, there are some doozies in Shadow of War. The physics system can get confused at times, contorting your character into all sorts of weird shapes or doing other amazing things like launching you in random directions when it can’t figure out what it should do with you. The free run system is also a little janky, at times being too aggressive in locking onto climbing points whilst at others being completely oblivious, sending you flying down to your doom. I also had numerous times when orcs voice lines would just refuse to play, the camera locked on their faces as their expression changed randomly whilst it waited on the sound file to time out. There is a watchdog timer for that thing though so whilst it appears that the game is stuck there it will eventually recover. This happened a lot during one of the scenes where you face a horde of undead orcs who, presumably, had their voices replaced with zombie like noises. These are all things that can be addressed in patches going forward so those of you who are waiting I’m sure your experience will be more polished than mine.
The story of Shadow of War is a step up from its predecessor, partially because it has a lot more room to explore the various elements it introduces. Of course thanks to the open world nature of the game the various story lines are almost wholly separate from each other which means there’s not a lot of depth to be garnered from completing them all. I was annoyed that different versions of the game seemed to include more story than the others but it seems that those campaigns are just ancillary ones, not forming part of the main story line. The retcons to the Lord of the Rings story are an odd duck to say the least, transforming some characters into different entities completely whilst also changing the main story arc in ways that only support the game’s version of the story. I’m not a die hard Lord of the Rings fan by any stretch of the imagination but the developers had to know that making such changes wouldn’t exactly be welcomed by long time fans of the IP. Still it was interesting enough, even if I didn’t have much emotional investment in any of the characters.
One main gripe I do have to level at the overall construction of Shadow of War is the final act called Shadow Wars. After spending 21 hours in the game, 7 more than I did in the original, I thought I had come to the game’s ultimate conclusion. Not so I was told, instead I would now have to do 10 siege missions to get through to the end. Considering the grind required for 1 was on the order of an hour or so I wasn’t entirely keen to spend another 10 hours going through non-story based content to see the ending. Indeed all the reviews I’ve read since then have said that the Shadow Wars grind was simply not worth it and instead I tracked down the 3 minute ending on YouTube. Let’s just say that I’m glad I didn’t waste my time on it.
Middle Earth: Shadow of War is a monster of a game, growing the scope of the original to something that’s numerous times its size. The core of what made the original good remains in Shadow of War, providing a solid base upon with Monolith has added in a truckload of more content. However much of that content is simply copy and pasted versions of the same thing, something which open world fans are likely to enjoy but those who fell in love with the original are likely to find tedious. For this reviewer I certainly enjoyed the majority of my time with Shadow of War however I can’t say that there weren’t times I wanted to shortcut the grind. That is, of course, why the microtransaction system exists but I’ll be damned if I spend money on digital items in a single player game. Overall, whilst I think Shadow of War is a successful sequel in its own right, it is weaker in comparison to the original, if only because it seeks to exploit the success of the past rather than build on it.
Middle Earth: Shadow of War is available on PC, Xbox One PlayStation 4 right now for $59.99 (base edition). Game was played on the PC with 21 hours of total playtime and 52% of the achievements unlocked.
Growing up I spent many hours playing fighting games with my brother and our friends who lived just up the road from us. We only owned a few titles, Street Fighter 2 Turbo being among them, but we’d always try our hand at others when we got the chance to rent them. Killer Instinct was one of our rental favourites, the announcer’s overacting coupled with the weird and wonderful cast kept us entertained for hours on end. I can vaguely remember Killer Instinct Gold but I think it was overshadowed heavily by Goldeneye 007 which consumed the vast amount of time I spent on that console. So of course I was intrigued when I saw it was getting a revamp although, if I’m honest, I never thought to try it until it released on Steam.
Much to my surprise the Killer Instinct you see today is actually a 4 year old game, having been released on Xbox One back in 2013. A free to play version of it was released through the Windows store last year and it was only this year when the Steam version got released. This particular version comes loaded with all the DLC that has been released over the game’s life and also adds support for Windows 7, something the Windows Store version didn’t have. At its core though Killer Instinct is still the same game it was 4 years ago, just with a bunch more characters and few game modes that tempt you to open up your wallet to appease the microtransaction gods.
As you’d expect from a game that was released so long ago the graphics are pretty far behind the mark, even by fighting game standards. Killer Instinct uses Double Helix Games’ in-house HEX engine and is the developer’s third release based on it. The game does manage to look quite good during high action scenes, the high amount of motion blur and other effects culminating in a visual spectacle that feels like what I was seeing back when I was playing the original all those years ago. It’s not all roses though as there seems to be some commands that will freeze the action for a good couple seconds. Whether my PC is to blame for this or not is a question I’ll leave up to the reader but, for comparison’s sake, I had no such issues with Tekken 7.
Reading up on the game’s history it appears that getting into Killer Instinct now means having missed out on a large section of what the game was. When I burled it up for the first time I looked for the standard “fight your way through everyone” campaign mode but none was to be found. Instead I was directed to the Shadow Lords mode which was added in sometime late last year. Looking into it further it seems like the regular campaign missions were part of previous seasons and, as far as I can see, aren’t available to play anymore. It’s a bit of shame since this is supposedly a reboot of the lore of the world, something which I didn’t pay much attention to when I played the original all those years ago.
Killer Instinct manages to feel very familiar, bringing back its trademark fighting style that no game has really attempted to replicate. The game’s simulation engine runs at 90 fps whilst capping the frame rate to 60 fps, ensuring that input lag is kept to a staggeringly low 81ms. This translates into a brutally fast pace, favouring long chain hit streaks and well timed c-c-c-combo (sorry) breakers. The entire original Killer Instinct cast makes a return along with another 18 characters, most of which haven’t featured in any other game previous. Whilst all of them have their own signature moves, power ups and special abilities the game’s construction means that, unfortunately, a lot of them start to feel very similar after a while.
You see if you want to win fights, either in the single player modes or (I assume, more on this in a tick) in multi, you’re going to want to be pulling off long combos. Whilst each character’s opener’s and combos has their advantages/disadvantages (Spinal’s, for instance, being incredibly fast but not particularly damaging) there’s just not as much variety in how the combat plays out. For the most part it goes opener -> combo -> finisher, with a breaker or two in there and maybe a shadow move to finish things off. I’m willing to admit that this view may be born out of the fact that I didn’t spend as long as I used to playing games like this and the mechanical depth might show itself more in the multi.
That, however, is where we run into another issue.
With the game now being 4 years old the player base isn’t as big as it used to be. Indeed the Steam version averages a measly 100ish players at the best of times and, even with cross-play enabled, I could not for the life of me get an online match. Part of the attraction of fighting games is seeing how you match up against others and, like I mentioned in my Tekken 7 review, without that there’s not much to keep you coming back. Sure, the Shadow Lords mode is interesting if you’re into that kind of Roguelike perpetual mission thing, but after grinding that for an hour or so it felt like I was just being pushed to buy some Ki Gold so I could actually get some progression. Had I played this game back when it initially released, either on Xbox One or on the PC, my experience may have been very different.
Killer Instinct captures the essence of what made the original great with it’s lighting fast game pace, ridiculous combos and over-acted narration. Coming in at this point, where the game has been out for nearly 4 years, however feels like coming to a party long after its started to wind down. Reading up on the game’s history shows that much of what I’m seeing now would have been fantastic when it was first released. However today, with a dwindling player base and much of the content no longer available, it feels like a shell of what it could be. Had I still my bunch of fighting game friends I could see the fun extending for a few more hours but even then, without a bustling online community, there is little more to keep you coming back. It’s a shame but, hopefully, the developers have made enough from this instalment to make another. If they do I’ll be sure to be there on launch day as I’d hate to repeat this experience again.
Killer Instinct is available on Xbox One and PC right now for $29.99. Game was played on the PC (with a controller!) with a total of 2 hours play time and 2% of the achievements unlocked.
I have to give it to those behind the Dishonored series as it really doesn’t take much from them to bring me back. I played the Knife of Dunwall expansion based on a single screenshot, the sequel simply because it’d been too long between drinks and, most recently, because of the name of the next instalment. For those familiar with the series the title “Death of the Outsider’ is an incredibly provocative one, almost begging to be played just so you can see if that title is justified. Whilst the game doesn’t bring anything particularly revolutionary or unique to the series or stealth games in general it is, for this writer at least, the best experience to be had in the Dishonored series.
Taking place shortly after the events of Dishonored 2 Death of the Outsider puts you in control of Bille “Lurk”, the right hand of The Knife of Dunwall: Daud. You awake aboard the Dreadful Wale, moored just outside of Karnaca, armed with the information that your former master is being held captive by a cult called the Eyeless. After you free him you learn that he is not long for this world and he has one last task for you: put an end to the outsider and the chaotic influence he has on the world. The plan is simple: find the knife that created him all those years ago and use it to end him. Of course things like this aren’t always as simple as they sound.
As you’d expect from a game released not a year after Dishonored 2 Death of the Outsider doesn’t bring with it massive improvements in the graphics department. The game’s big vistas and open environments are definitely its strongest point but the sheen wears off when you start to get up close and personal. This is also when the asset reuse starts to become painfully apparent with everyone have the same kind of cabinet, the same bathroom layout and a myriad of other things that are repeated ad-nauseam everywhere. Typically this wouldn’t be much of an issue as you’d be switching up scenes every mission but the majority of Death of the Outsider takes place in the same location. This issue isn’t unique to this instalment however so there won’t be much to be disappointed here for long time Dishonored fans.
Whilst Death of the Outsider retains most of the core game play aspects of the Dishonored franchise pretty much all of them have been streamlined considerably. No longer do you have the choice of what powers you get or upgrade; you get 3 and that’s it for the game. You no longer need to manage your mana closely as it regenerates back to full over time. Bone charms are still around but you can’t craft them until late in the game and the various “mechanical” upgrades are still available through the black market. Side missions are now contracts which you’ll gather off a sign outside the black market as well. There’s a grand total of 5 missions, each of which will probably take you around 2 hours (give or take) which puts it as the shortest of the stand alone Dishonored titles by a small margin.
As you’d expect everything about Death of the Outsider will familiar to those who’ve played any of the previous Dishonored titles although it is closest to Dishonored 2. Whilst you don’t have an extreme amount of flexibility in how you build your character your bone charms will dictate whether you’re a fighter or a stealth based player. I, of course, chose the stealth route for the most part although there was one contract which required me to literally kill every hostile in the level which put my stealth-first build to the test. Since there’s no levelling or chaos system to speak of the stealth/guns blazing kill/no-kill choice is largely symbolic however (save for a few achievements). The new powers aren’t different enough to set the game apart from its predecessors but, for me at least, that wasn’t really an issue.
Stealth and exploration is as good as ever, if a bit more involved than I would have liked. Instead of having a heart to squeeze and follow around (you still have one, it just lets you listen to rats instead) one of your powers is dedicated to marking things whilst your in a stopped time ghost form. No matter the mission there’s several ways to approach it, both from a physical and logistical perspective. A lot of these choices are lot more involved than I first expected too, sometimes finding what was the shortest route to finish a section only to backtrack “just to check” only to find what was essentially an entire other level. Interestingly I never found a route that required violence, instead all of them allowing a full stealth approach. Sure some of them would’ve been easier had I started killing right off the bat but I would’ve thought at least a few options would’ve forced my hand.
Some of the side missions are a bit buggy, two of which come to mind immediately. The first was one where you’re supposed to kidnap a bar tender then put him in a box somewhere. After spending far too long knocking out everyone in the bar I took my leave of it, bartender slung over my shoulder. However when I got to the area to drop him off a cutscene began playing and, I’m guessing here, in the interim I dropped him off the roof to his doom. No problem I can just load up my last save, except the game saved immediately after, obliterating my chances at a retry (without investing another hour at least). The second was the mime suicide one where, for some reason, it’d fail the mission randomly. I still had his unconscious body but it was simply not registered as the NPC I needed and the contract was failed. These are both minor glitches which can be circumvented with good old save scumming but it can be a rather frustrating thing to have to deal with multiple times over.
Maybe I’m getting older or more lenient on the Dishonored franchise as a whole but I felt that both the story and its delivery were the strongest yet. Dishonored’s voice actors typically delivered their lines flat and the story’s predictable nature didn’t help. This time around however the voice acting feels a lot better and the story, whilst still being somewhat predictable, was a lot more engrossing than I remember its predecessor’s being. Seeing as this might be the last instalment in the franchise, at least in this timeline with these characters anyway, it does feel like a fitting send off.
Should Dishonored: Death of the Outsider be the last we see of this series in its current state it will be a grand farewell, being the series’ best instalment to date. It’s not a perfect game by any stretch of the imagination, still retaining some of the issues that have plagued the series from day 1. However the streamlined game play, better story telling and overall tighter implementation (bar a few issues with some of the side missions) means that it’s much more easier to gloss over those rough edges than it ever was. Even if you haven’t played a Dishonored game before Death of the Outsider could be a great introduction into the franchise. Although if you do that know that it’s only downhill from here.
Dishonored: Death of the Outsider is available on PC, Xbox One and PlayStation 4 right now for $29.99. Game was played on the PC with a total of 10 hours playtime and 50% of the achievements unlocked.
Even if I don’t manage to get 1 review per week out I do try to make sure I’ve at least played one game a week. That does become a little troublesome when I’m travelling for work, like I was all last week. Fear not, I thought, I’ll peruse the Google Play store and something will catch my attention. After an initial burst of excitement seeing Monument Valley 2 available I was inevitably let down by the fact that it’s not available on Android yet and was left to the pit of sorrow that is app discovery on the Play store. Eventually I came across Milkmaid of the Milky Way, a simple point and click adventure game that seemed perfect for playing through on the plane ride over to Singapore.
Ruth’s life has never been easy. Her mother disappeared when she was young and her father passing away many years later. Now she is in charge of the farm, churning out butter and making cheese that she sells at the local markets. Ruth can’t help but wonder if this all that there is for her in this life, doing the same things day in and day out. That all changes very suddenly when a UFO flies overhead and (predictably) steals away her cows, something that she just can not abide!
Milkmaid’s art style is now somewhat typical blend of traditional pixel art with a smattering of modern effects that we see in many modern adventure games. The detail is certainly on the low side, with most of the environments being decidedly uncluttered and most textures being solid colours. Considering most games are now overflowing with detail it’s refreshing to see a title that pairs it down a bit, letting the story and other elements do a bit more of the heavy lifting. Speaking of which the soundtrack to Milkmaid is top notch and is one of the things that will likely leave a strong impression on you. From there though things start to get a bit mixed.
Milkmaid is an adventure game, albeit a very short one. All the base elements you’d expect to see are there: a small inventory system, different areas that you’ll click madly around trying to figure out what you can interact with and some kind of challenge you need to complete before you can move on. There’s really nothing else of note to talk about from a base game mechanics perspective but, since I played this on my phone, there are some issues that I think are platform specific which bear mentioning.
Now I don’t know if Unity, Android or the game itself are to blame here but the touch detection on objects and UI elements is down right terrible. I can’t tell you how many times I tried to move an item out of my inventory only to have it not respond at all. Worse still tapping on the screen doesn’t always seem to register on interactive screen elements, leading to a bunch of highly frustrating incidents where I was stuck on a puzzle because I thought I’d already clicked everything, only to find out that nope, that thing I thought was unclickable actually was. Worse still is the fact that some elements are so small on screen (and it’s not like I’m using a small device either, it’s a Pixel XL) that it’s nigh on impossible to actually see them. This ultimately left me thinking the game was bugged as I simply couldn’t find anywhere else to explore. Checking a walkthrough showed that there was a screen I hadn’t got to yet, one which had an impossibly small area to click on to get to it. Suffice to say, whilst this game can be played on mobile, I’m not sure it’s the best platform for it.
From a story perspective it’s certainly not bad, indeed I’d rate it above most story-second games, however the developer made the horrendous choice of using rhyming couplets for all text. I’ve lamented the use of this kind of dialogue style before and my opinion hasn’t changed since then. For me it feels like it removes a dimension from the characters, constraining them all into the same cadence and making it hard for them to differentiate themselves properly. Worse still it seems like the dev actually started off with a more traditional script and decided to change it after writing the first chapter. How I’d feel about the story if it wasn’t told in this way is something we’ll never know.
Overall Milkmaid of the Milky Way is an average adventure game, one that’s probably better played on the PC rather than on a mobile device. The uncluttered pixel art style and great backing sound track are its stand out achievements, both of which are let down by the so-so mobile implementation and the honestly bonkers choice of writing in rhyme. Of course I’m willing to admit my impression might just be due to this old writer’s biases so take that into consideration. Though for the price of admission, and the fact I could play it on the go, Milkmaid of the Milky Way was a perfectly acceptable way to spend part of my plane trip overseas.
Milkmaid of the Milky Way is available on PC, Android and iOS right now for $5.99. Game was played on a Pixel XL running Android Oreo with approximately 2.5 hours of total play time.