Tekken and I go a long way back. It wasn’t my first fighting game, that honour belongs to Street Fighter, but it was the first one I played on my original PlayStation. My character of choice was Hwoarang and I’d spend hours practising his 10 string combo in the hopes of using it to decimate my friends. However after Tekken 4 I never made my way back to the series, instead spending my fighting game time on Soul Calibur with my housemates and friends who’d come over to join the fray. When I saw that Tekken 7 was announced and was getting good reviews I figured it was finally time to revisit the series. Whilst I’m glad I did there was one thing I was missing from the experience, something which I think all fighting games need.
The world is still ravaged by the massive war between the Mishima Zaibatsu and G Corporation. The war, started by Jin Kazama to awaken Azazel (the source of the devil gene), has now turned into a power struggle for control of the world. Without Jin to lead the Mishima Zaibatsu Heihachi retakes control of the corporation and formulates a plan to end the war and take control of the world for himself. The story is told from the viewpoint of a unknown reporter whose family was killed in the war, seeking to find out the truth about each of the organisation’s motives for participating in it. What he finds though is the troubled past of the Mishima clan and the supernatural forces at play.
Tekken 7 has been around since 2015 in the arcade and so it’s somewhat understandable that the graphics feel like a generation or so behind. Of course with fighting games that rely on frame perfect execution visuals will often have to take a back seat to performance. Still even the cinematics seem oddly underdone, the character animations usually stiff and stilted, especially when compared to their in-game animations. Interestingly this is probably the first game in a while to run on the Unreal 4 engine that has that “unreal engine” look about it, especially with models that have high specularity. I haven’t gone to an arcade to compare the visuals however, so I’d be interested to see if this is an artefact of the porting process.
Tekken has certainly come a long way in the almost 15 years since I last played it, although there are still some things that remain the same. The core fighting feels very much the same with the same combos still working a decade and a half later. There are two new mechanics introduced in Tekken 7: rage art and power crush. Rage art activates when your health is critical, giving you a damage boost and can be used to execute a devastating attack (at the cost of the rage state). Power crush allows you to continue a move even if you get hit, although you’ll still take the attack’s damage. Included alongside this are the usual trappings we’ve come to expect from current generation fighting games including an online mode, customisable player icons and health bars, a story mode and the traditional arcade mode.
Whilst both of these new mechanics are used to frustrate the hell out of you in the campaign they actually make for a much more action packed game in the traditional 1 on 1 bouts. Rage art ensures that battles are much less one sided than they used to be, giving you a chance to even the odds if you find yourself getting pummelled relentlessly. Of course Tekken’s fighting style is still very much that of long combos and juggling, making sure your opponent doesn’t have the opportunity to respond. It also took me a while to get back into the Tekken button combination mindset as it’s vastly different to that of the fighting games I’ve recently played. Still the fighting felt familiar once I was in control of the characters I used to play which is saying something when I haven’t played Tekken for so long.
Now early on I mentioned that I was missing one key ingredient that all fighting games need. This isn’t a fault of Tekken at all, instead it was mine. After playing through the campaign and the arcade mode a few times I started to lose interest quickly and for a while I wasn’t entirely sure why. Then I remembered all the times I used to play fighting games and it was always ringed by a bunch of mates who’d be there with me for hours on end. You’d have your set of characters, who could beat who with what and inevitably there’d be the person who just unstoppable for a week or two before everyone figured out how to counter them. I didn’t have that this time around and, as a consequence, I didn’t feel as engaged with Tekken as I would have before. Perhaps the online mode could’ve been a decent substitute but I’ve never had much success with them, always feeling like I was a dozen or so frames behind where I needed to be. I may go back and try it again sometime in the future but if this experience has taught me anything its that fighting games are meant to be shared.
The story of Tekken is your pretty stock standard fighting game affair although there has been a lot more care and attention put into its telling. The Mishima Saga does a good job of exploring the back story of the series’ main characters although, honestly, the voice actor for the reporter sounds like he wants to be somewhere else. The individual character sections after that give you a little more insight into what they were doing during the main campaign’s events but are too short for any meaningful character development. Additionally whilst I’d love to believe the ending at face value if the Tekken series has taught me anything its their main characters always manage to find their way back from whatever fate befalls them.
It’s somewhat reassuring that a series like Tekken can feel so familiar after a 15 year break. Whilst the controller and platform may have been wildly different the movement, combos and other mechanics all felt instantly familiar. With all the other modern fighting game trimmings it would seem that Bandai Namco has been no slouch when it comes to modernising the series, ensuring that it has stayed relevant all this time. Indeed playing this now I feel remiss that it has taken me this long to come back, especially without my cadre of fighting game companions at my side. With all that said though Tekken 7 is still an outstanding game, something that’s easy to see even with the small amount of time I’ve put into it.
Tekken 7 is available on PC, PlayStation 4 and Xbox One right now for $49.99. Game was played on the PC (with a controller, of course) with a total of 3 hours play time and 24% of the achievements unlocked.
Whilst I spent quite a lot of my childhood playing games like Raptor: Call of the Shadows I never really got into the whole bullet hell/twin stick shooter scene. Indeed my recent experience with bullet hell sections in Nier: Automata reinforced that as I didn’t find much to like in them there. However when scrolling through the popular new releases section on Steam Nex Machina caught my eye, both for it’s outrageously neon visuals and synthwave sound track. Whilst I may have once again affirmed my aversion for the genre it’s hard not to appreciate what Nex Machina brings to the table, especially for the fact that it heavily rewards those with skill.
If there’s a story in Nex Machina I can’t for the life of me remember what it was. As far as I can tell Earth is being invaded by an alien force and it’s up to you to push them back. You’ll do this by slaughtering untold numbers of aliens whilst rescuing what humans you can, progressing through each self contained level until you reach the final boss. The challenge comes from not dying, finding all the secrets and, of course, beating each section in as fast a time as possible. At its heart Nex Machina is a mechanically simple game but it does a great job of ensuring that you’re never left without another challenge, especially if leader boards are a motivator for you.
Initially I thought Nex Machina was just another indie game based on the Unity engine but, as it turns out, it’s from Housemarque, a veteran indie developer of over 20 years. Nex Machina is based on a reworked version of the Resogun engine which itself was based on the Super Stardust Delta engine. The visuals themselves are pretty simplistic with the environments utilising voxels for some interesting destruction physics. Where the game shines is in its lavish use of neon lighting effects often to the point of utter visual domination where it’s hard to figure out just where the hell you are. The aesthetic is well matched with its backing sound track however, giving the whole game this great retro-future vibe.
In terms of actual game play though there’s really not too much to talk about. It’s a twin stick shooter, meaning you’ll be surrounded on all sides by enemies which you’ll have to do your best at avoiding whilst you gun them down. As you kill enemies random power ups will drop, making the game ever so easier. If you die however you’ll drop one power up and if you don’t pick it up before you die or complete a section you’ll lose it forever. In this sense the game rewards those who are able to skillfully complete sections without dying, making it easier to do so in future sections. Indeed your first playthrough is likely to be a frustration ridden affair as you figure out what the environmental hazards are, how the different enemies behave and how you can use certain mechanics to your advantage.
However what Nex Machina is quite lacking in is variety. Whilst each different world has its own theme with accompanying enemies they really aren’t that all different when you sit down and compare them. The environmental mechanics are also pretty much all the same, even if they have slightly different triggers or look visually different. Thus, for someone like me, there’s really not a whole lot of replayability as it all starts to feel very samey quite quickly. If, however, mastering a game’s challenge completely is the kind of thing that appeals to you then I’m sure there’s endless hours of enjoyment in Nex Machina. It’s just not there for me.
Nex Machina is a solid twin stick shooter with an excellent retro-future vibe. Whilst this is a genre I’d typically not even bother foraying into the visuals and driving sound track were enough for me to want to give it a go. It might not have swayed me on the genre, indeed it reaffirmed it more than anything else, but I do feel like Nex Machina is a great example from a veteran developer in the genre. If you lust for the old days of twin stick arcade shooters then Nex Machina is right up your alley.
Nex Machina is available on PC and PlayStation 4 right now for $19.99. Game was played on the PC with 1 hour of total play time and 21% of the achievements unlocked.
A sizeable percentage of the games I own are wholly or in part due to my feelings of nostalgia towards them. Some are originals, games I keep around because of the fond memories I have of playing them and have grand ideas of going back to replay them one day. Others are there because they invoke the feelings of that era, with simpler graphics and without all the trimmings that modern games bring with them. STRAFE got attention and Kickstarter backing because of the latter, promising to bring the best of what the 90s shooters had to offer. Unfortunately all it seems to have done is provide a strong reminder of how far we’ve come.
You play as an unnamed “scrapper”, a person who’s job is to collect scrap so they can get paid. Your corporation has sent you to the ship Icarus which is on the outer limits of humanity’s reach in space. No other scrapper has returned alive from the Icarus so, the logic goes, surely its littered with tons of scrap just waiting for collection. Of course the corporation takes no responsibility for what happens to you whilst you’re there so it’s up to you, dear scrapper to make sure you stay alive. That’s about all the motivation you’re given before being thrown back several decades to a low poly hell filled with monsters, scrap and a varying array of weapons.
STRAFE comes to us via the Unity engine which, for once, isn’t to blame for the way the game looks. The visuals are reminiscent of the early Quake era although its obvious that the textures are much higher resolution and the low poly models likely having several times more polys in them than they did back in the 90s. The aesthetics are quite confusing at times, making it extremely hard to work out things like what constitutes a door or an elevator at a glance. Due to the game’s fast paced action and use of semi-procedurally generated terrain this is a bigger deal than it would be in other games as it can make it quite hard to actually figure out just where the hell in a level you are. Overall it does a good job of emulating the 90s shooter experience, warts and all.
STRAFE is a fast paced FPS centred on clearing a level as fast as you can whilst discovering all the secrets and collecting as much scrap as you can. The levels are semi-procedurally generated, a random grab bag of rooms selected and then cobbled together every time you load a new section. What this means is that secrets will never be in the same place, enemies will never be where you expect them to be and, most annoyingly of all, the vendors where you can buy ammo/armour/upgrades are never where you need them to be. The variety of enemies is low and the challenge comes from the game throwing ever more of them at you whilst you struggle to find enough ammo to take them all out.
Now I’m as much of a fan of spammy, fast paced combat as the next person but STRAFE’s was just straight up boring and frustrating. Sure it was fun to line up a bunch of enemies and take them out with a grenade, but having to do that 20 times over per level meant it lost its lustre very quickly. The weapons also felt very samey, none of them feeling particularly unique or interesting in their own right. Couple this with the deluge of samey enemies and you’ve got a recipe for combat that’s uninteresting, repetitive and frustrating. I honestly couldn’t play for more than 15 mins at a time before getting horrendously bored and giving it up for another day or two, it was that bad.
Some may say that it’s simply too hard for someone like me or I don’t enjoy this kind of challenge. To counter that argument I’d point you to my reviews of games like Bloodborne or Dark Souls III both games which punish its players but I found far more rewarding than anything STRAFE had to provide. Sure, I’ll grant you those games probably had several times the budget that STRAFE did but the point still stands: I do enjoy a good challenge and I don’t believe STRAFE provides one. Instead it provides a samey, randomised experience that does far more to frustrate than it does to challenge and reward the player.
STRAFE had grand ideas of being the best 90s shooter ever but falls incredibly short of that mark. Indeed whilst STRAFE borrows a lot of elements from FPS games of yesteryear, like its visuals and fast paced action, it fails to do much with them in order to make a good gaming experience. The visuals, whilst staying largely true to the 90s formula, are a visually confusing mess that only serves to amplify the game’s less than stellar qualities. The combat is repetitive with a distinct lack of variety in weapons, enemies and level design. The Roguelike elements simply add another level of frustration rather than challenge, leaving this reviewer feeling that his time was better spent playing almost anything else in his library.
STRAFE is available on PC and PlayStation 4 right now for $19.96. Game was played on the PC with a total of 2 hours played.
Once your average game development house find some success they tend to stay on the same track. Even in the indie scene, which is ripe with games that explore every niche possible in the gaming medium, you’ll see developers stick to a formula once they know they have an audience for it. However there are a few developers which, for better or for worse, branch out with every new release. Tequila Works, who previously brought us the survival horror game Deadlight, is very much in the latter category as their latest game RiME is nothing like anything they’ve released before. Whilst it might not be the most original idea (indeed I think we’ve had enough games in the “young child lost in ancient ruins” genre that it’s something of a stereotype) it is exceptionally well executed.
You wash ashore, the waves lapping at your feet and the sounds of a tropical island echoing in the distance. What lays before you is an island of ruins, the marks of a civilisation that has long since fallen dotting the landscape. In the distance stands a great tower, looming over the picturesque landscape below. Your memories of how you came to be here at hazy and there’s an ever present feeling that someone is watching you from a distance. This island and its mysterious tower hold the secrets to your past and, eventually, your future.
RiME’s cartoon-esque style comes from its cel-shading which typically goes hand in hand with low-poly work. RiME is most certainly not a low-poly piece however as after I cranked everything up to its maximum my system turned into a slideshow. As the screenshots will attest to though you can see that RiME is making good use of all the grunt you can throw at it with its large, expansive environments that are all lavished with details and modern effects. There were a couple sections where performance dropped through the floor although I’m not 100% sure if that was due to me alt-tabbing out or not. Also worth mentioning is the absolutely amazing soundtrack and foley work that coincides with RiME’s impressive visuals, something that is often overlooked in similar games.
RiME is a 3D platformer/puzzler, pitting you against a variety of challenges that you’ll need to beat to progress to the next section. It’s a linear game in terms of progression, meaning that there’s no backtracking through previous puzzles with new abilities in order to unlock something that was previously unavailable. Mechanically all the puzzles are straightforward and self-contained, rarely requiring you to go far away from the current area in order to solve them. However exploration is still very much encouraged as there are various things to collect scattered all over the place, the purposes of which aren’t made clear to you until the very end. Overall RiME is a very simplistic game, one that would have you focus more on the overall experience rather than any one aspect of the game itself.
As there are no real progression mechanics to speak of all of the puzzles in RiME build up in difficulty based on your understanding of the mechanics it presents to you. Initially the puzzles are simple, putting this block there or getting a NPC to do something for you, but over time you’ll be introduced to different mechanics which you’ll need to understand fully as the game goes on. RiME makes clever use of mechanics like perspective, day/night cycles and sound, all of which can be combined together in a variety of different ways. RiME shies away from making anything too complex or deliberately challenging although there are some sections (like the one where everything gets non-euclidean for a spell) which I can see some players getting stuck on.
For the most part the puzzles are intuitive although the game does have some issues when it comes to visual signalling. As an example not all surfaces are climbable and, whilst climbable ones are marked, there are some you can climb that aren’t marked (which are required to solve the puzzle). This becomes more apparent when you start exploring to find secrets and other hidden things as there’s numerous (unintentional, I believe) false flags scattered around. Now I’m not usually one to go object hunting in these kinds of games so I may be a bit more critical of these kinds of things than other reviewers may be but it was enough that I gave up on it after only an hour or so into my play through.
RiME tells its story visually with no dialogue to speak of. Whilst you get the general gist of what brought you to the island early on the nuances of the story are left until much later in the game. The ultimate reveal of RiME, whilst a powerful statement in its own right, probably required a bit more development of certain story aspects for it to have the impact it was aspiring to. Don’t get me wrong, RiME certainly had its heart wrenching moments for me, however I feel like the conclusion (which came together in the last 30 mins or so) needed a bit more time to develop to ensure that I was fully invested. Still the journey to that end was an enjoyable one.
RiME is a beautiful, well executed puzzle game from a game developer that continues to demonstrate their ability to innovate. The cel-shaded environments belie the incredible amount of detail throughout the game which, if you’re not careful, can bring even the most beastly of gaming PCs to its knees. Mechanically RiME is simple, putting the focus on the overall experience rather than challenging puzzles. The story, told visually without dialogue, is done well although its ultimate conclusion needed more development to have the impact it desired. If for nothing else RiME is worth playing just for how well everything is put together as the music, mechanics and visuals all work together beautifully.
RiME is available on PC, PlayStation 4 and Xbox One right now for $29.99. Game was played on the PC with 4 hours of total play time and 26% of the achievements unlocked.
When I play 4X games I have one objective in mind: acquire a single victory. On average that will take me between 15 to 18 hours to complete as that’s how long it takes to grok the fundamental mechanics that will enable me to actually win. Even with titles I’ve played before which, you’d assume, would share similar fundamentals take just as long since it’s not often I’ll go back to revisit a 4X game between releases. The original Endless Space was something of an anomaly then with my first victory coming in at a swift 10 hours. Thus when I saw its sequel come out of Early Access earlier in the year I figured great, another streamlined 4X game that I can enjoy without the massive time investment. Well here I am, 22 hours of in-game time later and I’ve only just barely managed to scrape in a win.
So much for a casual 4X experience.
Set in the distant future where the currency of the day is Dust, a nano-element material that an ancient race used as a basis for everything. Your choice of race will heavily influence how you approach the game, which mechanics prove problematic for you and what aspects of the galaxy you’re able to uncover. Like all good 4X games the story that the game tells is the one you make by how you interact with the mechanics, your AI rivals and how you develop your civilisation.
Compared to its predecessor Endless Space 2 is a leap forward in terms of graphical fidelity. Partly this is due to the massive improvements that’s been made to the base Unity engine over the past 4 years or so, as it is far more capable of producing good graphics now than it ever was. However, and I’ll dive into more depth on this later, Unity also has some limitations and these start to become rapidly apparent as you start getting well into the double digit turns. Still when the game is running it runs well and the various bits of eye candy make it a much more visually pleasing experience.
At a base level not much has changed from the original Endless Space, mechanically speaking. You’ll be placed in a procedurally generated galaxy with a random number of planets, systems and constellations (something which you can control, if you so wish). You’ll get a home system, a colony ship and a scouting ship to begin your journey in dominating the galaxy using whatever method you choose. From there it’s up to you to explore systems, research technology and grow your empire to the point where you can achieve one of the 4 victory conditions (military, science, economy or score). Layered underneath all this are the equations which drive various aspects like population growth, your approval rating and so on, each of which you’ll have to optimise if you want to reach your objective. Like I always do I tended towards a science based victory condition and, whilst I don’t think that’s the hardest (military probably is, I think) it definitely felt like one of the more challenging paths to take.
It took me about 3 or 4, 1 hour games to get a handle on the basics so that I could sustainably grow an empire to the point where I was competitive with the AI. The main reason for this was forgetting that there’s a bit of a priority in Endless Space for what you should go for. The first thing to look for when establishing a new colony is food as that will dictate how long it will take for it to go from an outpost to a full colony. After that you want to develop your industry as that will determine how quickly you can build things, reducing the time to make the colony effective. Lastly you’ll want to prioritise whatever you need for your preferred win condition which could be any of the FIDS (Food, Industry, Dust, Science) resources. Once I remembered that everything started to fall into place however that’s when the cracks in the experience started to show.
Endless Space has actually been available since October last year through Early Access. Since then it’s undergone quite a lot of development with about 3 major updates since it first debuted there. However the game still suffers from numerous issues which are, unfortunately, game breaking in nature. I had one game which, at around turn 50, could not complete the current turn. Checking the forums I saw that others had had this issue and that a save and restart could resurrect them. Not so in my case unfortunately and so that game is simply unplayable. There has been another patch since then so it’s possible that it’s playable now but, right then, there was no option but for me to restart (I don’t tend to keep saves for every turn or anything like that). There are a lot of other issues I could point to but I’ll focus on what I believe is the most critical issue for this game: performance.
So my current PC, whilst not being the latest and greatest anymore, is most certainly overkill for nearly any game I care to throw at it. Endless Space 2 is no exception to this so I was surprised when, at larger turn counts, the game would start taking minutes to finish turns and would chug heavily while doing so. Puzzled I decided to fire up task manager to monitor CPU usage and HW Monitor to monitor my graphics. What I saw heavily indicated that the majority of Endless Space 2 runs on a single computation thread as only a single core of my machine was being utilised heavily. Similarly my graphics card would barely jump above 50% utilisation. Part of the blame is likely to lie with Unity as I’ve heard multi-threading can be a challenge with that engine. But, as someone who’s had to do his fair share of multi-threaded programming of late, I can’t help but think a good chunk of the computation that Endless Space 2 is doing couldn’t be parallelized. I’m not a game developer, of course, but when my system is under-utilised and something runs poorly there’s really not many other possibilities to consider.
If you can get past those issues though the core game can be quite fun, however. In my first almost-won-this-damn-thing playthrough I got tantalisingly close to achieving a swift science victory. However, early on in the game, I had put myself at odds with the Riftborn as they were colonising a pretty strategic set of planets that I wanted. So I, of course, blockaded them and proceeded to push them back until I had what I wanted. Whilst this never escalated into full scale war it did mean that the military political faction grew in power slowly over time. Eventually they became the preferred party and, with only 2 techs of the endless left to research, ended a policy that allowed me to research tech 1 level above what I should have access to. Then, because I had little option but to clear out the Riftborn I ended up with way more colonies than I could handle. Then, about 10 turns later, my entire system was in open rebellion and that was the end of it. Thinking back on it now it’s kind of comical how I ended up making my own bed, even if it was incredibly frustrating at the time.
My one, and only, victory came care of an aggressive early expansion strategy that locked off key areas that I could exploit later on. Like most 4X games the AI will get uncomfortable with you at one point and launch an attack but, weirdly, they’ll usually do so at a fixed technology level. So, once you know what level that is, you just have to quickly research the next highest level (something I could do easily with my research advantage as Sophons). After that point it was pretty much just a waiting game with my eventual science win at 100 turns or so. Honestly, without the performance issues I think I’d probably be able to achieve victory much earlier as the later turns were taking about 3~5 minutes to resolve, especially if there was any combat involved.
Endless Space 2 is a much more ambitious version of its predecessor in almost all respects. The breadth of the world you’ll play in is much greater, the races deeper on a technical and lore level and the fundamental mechanics have many more intricacies for you to learn. Suffice to say the additional requirements meant that I spent much longer Endless Space than its predecessor. However it’s still very much shaking off its Early Access roots with numerous game breaking glitches, performance issues and general quality of life improvements needed. None of these are beyond the developer’s capability to deliver I feel and, if you’re reading this review a year or two down the line, it’s very likely that Endless Space 2 is a different game to the one I’m reviewing today.
Endless Space is available on PC right now for $39.99. Total play time was 22 hours with 13% of the achievements unlocked.
I’d still consider myself something of a newcomer to Souls-like games, having played a grand total of 2 of them so far. It’s a style of game that, once I’m in the thick of it, I really quite enjoy but there’s a lot of mental inertia to get over before I’ll have the courage to spin them up. So when I saw The Surge pop up (both on Completionist and through Steam directly) I kept a wary eye on it for a couple weeks before I bought it. Then, the second I spin it up, I get a message from one of my friends informing me that it was far more punishing than any of the recent souls games had been. Overall I don’t think he’s wrong in that assessment although the reasons for that aren’t so much to do with the challenge itself, more from the rough edges which could do with a little more polish.
It’s the far off future and the world is in a state of ecological peril. Because of this the world economy is shattered and numerous nation states have fallen. There is one company, CREO, who is working to right his wrong by launching numerous satellites to begin rebuilding the atmosphere. You’re just an average Joe who’s been fortunate enough to land a job with them and, as part of it, you’ll be granted an exo-rig that will grant you the ability to walk again. During the installation process however something goes horribly wrong and you aren’t sedated while it’s attached to your body. Passing out from the pain you awake in what looks like a scrap yard, surrounded by people who look just like you but without their exo-rigs. What follows is your journey to discover what happened and what it means for the world.
The Surge uses Deck13’s custom, in-house engine called FLEDGE. Details are somewhat scant on what its capabilities are but this isn’t the first game that Deck13 has released using it. From the screenshots you can see that it’s definitely in-line with what we’ve come to expect from current gen games with things like dynamic lighting and realistic shadows. Some areas don’t seem as polished however with physics based objects having severe limitations in computation, often only reacting once to input before freezing in place (this is most noticeable when you break crates, for example). Additionally whilst the game has a decent amount of detail, especially when you’re in larger environments, that disappears quickly when you get up close. Overall The Surge does well visually but there’s definitely room from improvement on the in-house engine.
Mechanically The Surge is very much a souls inspired game, taking much of the core mechanics and translating them for its sci-fi setting. Combat is the same kind of punishing, reaction based affair that we’ve all come to hate/love, pitting you against the hardest opponent possible (yourself). The levels are laid out in much the same way as well, being relatively small in the grand scheme of things but feeling much larger due to their labyrinth like layouts. The currency of choice is “tech scrap” which is the same as souls/blood echoes, dropping from defeated enemies and found in clumps lying around. The Surge’s claim to fame is its unique upgrade system which is centred on crafting and upgrading various parts of rig using the same parts gathered from enemies. This has an interesting impact on combat, making you choose between dispatching enemies quickly vs getting the materials you’ll need for an upgrade. The mod system, which is somewhat akin to talent points (although they’re infinitely swappable), allows you to further customise your character by giving you various choices such as healing items, damage boosts and other improvements which can help refine your character. Honestly I was expecting this to be a kind of cheap Dark Souls clone (partly due to Focus Home Interactive publishing it) but it’s a fully fledged game in its own right.
Combat is punishing, frustrating and rewarding; all those things that you’ve come to expect from titles in this genre. If you’ve developed habits from other souls games they won’t help you here as the movesets are nothing like them at all, although you will be more aware of when an enemy might not be finished attacking. The extra layer that The Surge brings is in the form of being able to target various body parts, allowing you to go for more vulnerable areas that are highlighted in blue. As you attack you’ll build up energy which can be used for various abilities of which there are 2 innate ones (execution and drone) and a myriad of others. Choosing to execute will, if you selected a body part, have a chance to lop that bit off so you can pick it up and use it in crafting. However, and this is a key point that the game does not make clear, if you are after crafting materials the part you’re targeting must be armoured. Whilst you can retarget mid-fight to get damage in first and then change to your chop target your chances are far higher to successfully harvest a part if you wail on it first. For the most part it’s worth just going for the unarmoured part and using your energy for healing or other abilities, only going for armoured bits when you know what you need to farm.
Which brings me to The Surge’s progression mechanisms which, at a base level, are similar to the souls games. You gather tech scrap and can use that to level your core power. Whilst there are no stats to level up each time you will need a certain amount of core power to be able to use upgraded armour and mods (some of which scale with core power). In order to get those upgrades you’ll have to lop parts off enemies (1 time each of head, leg, weapon arm, other arm and chest) which will unlock the blueprint for you to craft it back at your safe house. You’ll also level up your weapon proficiency as you battle enemies, meaning that whilst you can use any weapon you pick up it will take some investment to make them worth while. The weapons also have a bunch of stats on them but they’re much more straightforward in terms of which one will be best for your particular play style or combat situation. So whilst the system might not be as deep or esoteric as the souls system it still offers an immense amount of customisation, something which you’ll need to make good use of unless you enjoy butting your head against a brick wall constantly.
One non-technical issue that The Surge struggles with is smooth changes in difficulty from section to section. Quite often I’d go from being comfortable in battling enemies in one section to being one shot by anything in another. Unlike other souls games, where the delineation between areas can be somewhat vague and so it’s hard to judge challenge between sections, The Surge has definitive sections marked by you using a train to travel between them. Thus it’s easy to see when the difficulty level has been ratcheted up a notch or two. Most of the time this meant struggling through the first section to unlock a shortcut before spending a bit of time farming up to get the next round of upgrades before continuing on, something which the game makes rather easy to do. Thinking about it more this could be a design decision, forcing you to upgrade before you can progress, but it could definitely have been done in a smoother fashion.
From a technical standpoint The Surge is fairly well polished, running both smoothly and at a consistent rate on my (admittedly overkill) rig. However the camera system needs some hefty work as it has a tendency to get confused, especially during high action. There were numerous times when the camera would pan to a view where my character simply wasn’t visible, often leading to a swift death as I try to right it and run away. This is not to mention that it’s quite clear that the AI is using my inputs to change it’s actions a couple frames ahead of me, like when enemies can turn around and attack you before they see you when you sneak up behind them. Once you know this you can adjust for it, baiting the enemies into actions that you’re not going to follow through on, but it can be a real pain in the ass when it uses that advanced information against you to say, interrupt a combo or prevent an execution. There’s also some pathing issues that can occur both with your character and with the NPCs, although they’re relatively small in the grand scheme of things. These are issues that I believe are solvable and would hope that Deck13 tackles them in a future patch.
Thankfully unlike other souls games The Surge doesn’t hide the best bits of its story in vague passages hidden away in the hardest to find secrets. Most of the story progression comes through interaction with other characters, listening to audio logs and reading small tid bits of information on a few consoles. The story builds up well, feeding you small bits of information which start to come together about halfway through the game. After then the various parts of the world start getting explained more explicitly and you uncover just what is happening and what your part to play in it is. The ultimate conclusion is a little unsatisfying, mostly because it leaves things wide open for interpretation. Even the choice of endings doesn’t appear to change much although there’s the possibility that it might have some impact on a sequel. Overall I’d say the story was above average and was definitely one of the aspects of The Surge that I enjoyed.
On first look The Surge might seem like a pale imitation of the games that inspired it but it becomes much more than that upon actually playing it. Sure the combat system is fundamentally a carbon copy but the additions make it different enough that I still found it enjoyable. Progression again is largely the same with the deviants being interesting and providing a solid mechanic to build up your character from nothing to someone who takes all comers. The overall experience could do with some polish such as upgrading various parts of the engine, reworking the camera code and changing some of the AI’s behaviour to be a little more fair (but still as punishing). The story is solid and well executed even if the ultimate conclusion could have been done better. For what its worth The Surge surprised me and whilst I might not yet be a souls veteran I definitely think fans of this genre could find a lot to like in it.
The Surge is available on PC, Xbox One and PlayStation 4 right now for $49.99. Game was played on the PC with 21 hours of total playtime and 49% of the achievements unlocked.
The original Prey was a stand out title for many reasons, if not for it’s good but not great critical success. Mechanically it debuted a couple novel new concepts which quickly went onto to become standard affair in many comparable titles. Additionally its story, with it’s respectful treatment of the Native American mythology, was one of the more interesting and memorable experiences of its time. The sequel set the gaming hivemind on fire with the idea of making you an alien bounty hunter but, much to the disappointment of many, it was cancelled unceremoniously 3 years ago. So when Bethesda decided to reboot the IP many were cautious, especially given the circumstances surrounding the cancellation of the previous title. Now that I’ve had the chance to play through the new Prey in its entirity I can say that, whilst it might not let you indulge in your alien bounty hunter fantasies, it is a solid title in its own right.
You are Morgan Yu, a scientist working for the TranStar corporation. In this alternate timeline president John F. Kennedy survives the assassination attempt and this pushes him to funnel more funding into the space program. As a result humanity has pushed far further into space than it has in our world and has even established lavish space based like Talos I. Today will be your first day with TranStar and before you take the rocket up to Talos I you’ll meet your brother and run through a few tests. However things don’t go exactly as planned and you begin to discover the dark secret that this space station has been hiding from everyone.
Prey uses Crytek’s CryEngine 5 and, as you’d expect, looks fantastic. Aesthetically it feels very similar to the recent Deus Ex titles, albeit without the distinctive yellow tone. Instead Prey takes on a darker theme befitting it’s survival horror aesthetic. The environments are richly detailed, something which forms a core part of the game’s mechanics. It’s hard to do the game justice in a few screenshots, especially with the low-light that’s present in nearly every area, but suffice to say it’s one of this year’s better looking games. To top it off performance is good save for a few areas which are obviously suffering from some poor optimisation. This is likely to be fixed in upcoming patches as it’s not just me having these issues.
Prey plays very similarly to the BioShock games of old, equipping you with an array of weapons, powers and choices with how to approach the game’s various challenges. The environments are littered with numerous different pathways to your objective, each of them rewarding investment in a certain set of skills. You can be the stereotypical stealthy hacker, the modern day necromancer who has an army of others at his disposal or your standard run and gunner. Some of the skills are quality of life improvements (I.E. just saving you from having to do something the long way) but there are, of course, certain sections that will be unavailable to you without the appropriate talents. The stealth system is done well, allowing you to ghost through many encounters without having to waste a single bullet. The crafting system is also well done, feeding into the RPG packrat mentality well whilst also ensuring that making items isn’t a total chore. Altogether whilst this Prey doesn’t bring with it original ideas like its predecessor it does execute its concept, ideas and mechanics well.
Depending on your build combat will either be a rare event or just another fact of life. For me, whilst I took a stealth-first approach, there were many times where my patience would start to wear thin and I’d just want to blast through a particular section. The combination of a few choice powers (bullet time plus enhanced wrench damage) ensured that I could usually pick off a few enemies without having to expend much in the way of consumables. Some of the other powers didn’t work as well as I’d hoped however like the mind control power that got other enemies to fight for you. Sometimes it’d work well, allowing me to clear a room without much effort, other times the enemy would just stand there, dumbfounded and not doing anything at all. Like other, similar action RPGs constant quick saving/loading is a necessity whenever you’re engaging in combat as it’s little quirks like that which can be the difference between breezing through a section and getting stuck on it for quite some time.
Progression comes in a couple forms, most notably through Neuromods (which are akin to skill points) and weapon upgrades. Neuromods can be found throughout the game in all the usual places: tucked away in hidden areas, after critical points in the story or given to you by NPCs. You can also craft them using in-game materials although that caps out at one point and necessitates a quest to unlock an infinite crafting recipe. These are then spent on the various talent trees which are broadly split into 2 categories: human and alien abilities. Whilst it’s entirely possible to finish the game without installing any mods, or only mods from one branch (there are achievements for doing all of those), you’ll definitely be best placed by choosing those that best match your desired play style. For me I went a long time before installing any alien ones, due to some in-game commentary about what that would entail, but at one point I felt like I didn’t have a choice if I wanted to continue playing the way I was. That, to me, was a great way to make non-story based choices mean something in the greater narrative of the game.
Crafting is a big part of the game and is a two stage process. Like any RPG you’ll gather a lot of cruft along the way but instead of having to find the exact right material to make something you’ll instead put it into the recycler. It then turns everything into component materials which only take up a single inventory slot. Those materials can then be used in crafting basically anything you’d ever need. This also makes inventory space a meaningful commodity as you have to decide if 10 banana peels (not joking) are worth as much as another item. One little niggle I have with the crafting system is that you can only craft one item at a time and you’ll wait for the crafting to finish before making another. When you’re say, chugging out 10 neuromods after unlocking the unlimited recipe, it can be a bit laborious. That’s nothing that’s above a simple patch to fix, however.
I wasn’t afflicted by the save corruption issues that plagued many however there are still a few rough edges on Prey that could do with sorting out. The aforementioned areas that absolutely torpedo your performance are a big issue as any fights in there quickly turn into a slideshow. From memory I only had a single crash although others have reported numerous repeat crashes throughout their playthroughs. To be sure these are the kinds of teething issues would could have been solved prior to the official launch day if review copies were provided to the usual suspects so Bethesda’s “no review copies” policy does seem to be somewhat detrimental here. The game’s UI could also do with a little bit of tweaking to be more PC friendly but that’s a minor issue comparatively.
Prey’s narrative is one of the more interesting ones of late, even if some of its elements do seem to draw heavily on BioShock’s ideas. The choices you make in the game do heavily affect how the game progresses and it does a great job of clouding which ones are more important than others. If it wasn’t for some of the achievements popping up as I was playing through I wouldn’t have had any idea that was I trucking down the “good” path, especially considering some of the less-than-stellar things I did. The culmination of everything was very satisfying as well and, whilst I’ll always bemoan games that scream SEQUEL at the end, I am encouraged that the IP is being set up for future instalments. Overall whilst Prey isn’t a game you’d play just for the story I’m glad to say it isn’t one of the detracting elements.
Prey’s rebirth was one that was met with trepidation from its fans but I think it’s managed the reboot well. It may not be fuelling the inspiration of current game designers with new mechanics and ideas but what it does do it does well. The subtle emphasis on choice is a welcome departure from the current overt approach, allowing you to make a meaningful impact on how the story and your character progress. Wrapping this all up in an engaging narrative makes for a great experience that had me wanting to come back over multiple sessions. The execution was still a little rough around the edges in a few spots which, whilst not detracting heavily from the overall game, did leave a few black marks. Overall Prey is a successful reboot of the now decade old IP and one I’m definitely looking forward to seeing more of in the future.
Prey is available on PC, Xbox One and PlayStation 4 right now for $59.99. Game was played on the PC with a total of 17 hours play time with 48% of the achievements unlocked.
There are some games which, if not for consistent prodding from my gaming friends, I’d never give any attention to. JRPGs/hack and slash titles are a good example of this as, whilst I don’t mind them at a mechanical level, I’ve never really found anything about the genre that makes me want to come back. Indeed my last foray into this arena was with Bayonetta and, contrary to popular opinion of that particular title, I found the experience so unappealing that I decided it wasn’t worth reviewing. So whilst Nier: Automata took my eye due to its popularity and Souls-like combat I had put it to one side; to be played if I had nothing else. That was until a certain friend of mine wouldn’t stop pestering me about it every time I played a game that wasn’t Nier: Automata. You know who you are.
Set in the distant future Nier: Automata takes place on an Earth that’s been ravaged by a war between mankind and an unknown alien species. The world lays in ruins and the last of humanity has escaped to a base on the moon. The war still rages on however it is now fought between the alien machine race and a highly specialised force of androids. You are model 2B, a combat unit sent in to take out a large hostile force that has been detected. However things aren’t like they used to be, with many of the machines being neutral to your presence and only attacking you if you attack first. This, as you’ll soon find out, is symptomatic of larger changes happening on Earth.
For a game that’s supposedly only been in development since 2014 Nier: Automata’s visuals are decidedly dated. Sure there’s a grand scale about most things with towering enemies and environments that stretch into the horizon, but I’ve seen many current gen games accomplish the same with much better graphical fidelity. I’d hazard a guess that this is most likely an aesthetic choice, fitting in with the current styling of other games in the genre. There were also some weird scaling quirks which seemed reminiscent of previous gen ports with the on-screen text being blurry at certain resolutions. This was fixed by setting it to run in windowed mode and then using Borderless Gaming to upscale it to full screen windowed. Overall Automata’s visuals are average to say the least and the underlying engine could do with some love before Platinum Games’ next release.
Nier: Automata is a smattering of different mechanics all glued around a hack and slash, action RPG core. For the most part you’ll spend your time doing what you’d do in any other action RPG: walking around places, killing enemies, doing quests for people, getting loot and upgrading your character. Slapped onto this are a variety of other mini-games, most of which are variants on the bullet hell theme. The larger than life boss battles debut frequently throughout the game, pitting you against enemies several orders of magnitude larger than yourself. I’d stop short of calling Automata a true open world game as it’s fairly linear in terms of progression but there are certainly elements of the genre to be found here. Finally whilst the game can be played through and “finished” within a relatively modest time frame the game demands multiple play throughs in order to see all the endings, up to 5 at my count if you’re after the “true” finale. Truly it is a game that fits the stereotypes of the JRPG genre to a T.
Combat is equal parts bullet hell and hack and slash, a weird combination that I haven’t come across before myself. Initially the different kinds of combat are divided up neatly: the bullet hell sections taking the form of the old school top down shoot ’em up whilst the hack and slash components taking place when you’re not in a flight suit. After a while though they start to blur together with each of the different sections taking on aspects of the other. As you progress towards the final boss battles you’re essentially taking part in what amounts to a third person, hack and slash bullet hell which is as ludicrous as it sounds. True to the hack and slash genre you’ll quickly become unstoppable when facing anything but the toughest enemies which, honestly, is part of the appeal.
However the combat starts to get stale around the 4 hour mark with the low variety of enemies and lack of compelling weapon choices. Initially I thought this was because I was just missing something as Automata doesn’t hold your hand past the very basics. As it turns out a good chunk of the game’s weapons and other items are locked until future play throughs. This is a theme that’s woven throughout the game, something you’ll quickly become familiar with because the game makes no bars about showing you things that you’re unable to gain access to. For someone like me who does not enjoy being locked out of things which I’ll have to backtrack for (even if it’s within a single play through) I have to say this was probably the most annoying aspect of Nier: Automata.
Whilst I understand that the JRPG genre is famous for putting its players through the wringer with grinds I didn’t envision that having to grind the game itself would be a requirement for seeing everything it has to offer. After my initial completion I made sure to come back to see if the game could hook me back in but, honestly, replaying the exact same game again, down to the same quests and everything, simply failed to appeal to me. I’m sure there are likely parts which differentiate each play through, and maybe that’s enough for fans of the genre, but it wasn’t enough for me. Honestly I felt like the game and its story could have been much better served by collapsing it all into one cohesive arc that spanned 30+ hours, rather than repeating the same dribble 5 times over.
It also doesn’t help that Automata seems to cast aside about a decade’s worth of advancement in game development. Apart from the visuals issues that I mentioned before the game also suffers from horrendous camera controls, hit box detection issues and weird input behaviour when in forced perspective mode. Part of this is due to the fact it’s most certainly developed for the PlayStation first and then a lot of the conventions have then been remapped to the PC. Most notable of this is the lack of a dedicated dodge button on PC, something that will only be available to you if you play the game with a controller. Whilst I’m sure purists will argue that that’s the way Automata is meant to be played the issue is that other similar games, like Dark Souls 3, managed to get these kinds of things right. Perhaps I’m just used to a higher amount of polish these days but Automata definitely felt like it could use a couple more patches before I’d call it a seamless experience.
Now my impression of the story is going to be limited to a single play through but after reading through a plot synopsis I don’t think I’m missing much. There was a lot of potential for investigation into the whole “Machines vs Androids” thing, although the fact that neither 2B nor 9S could see the irony in their position irked me more than it should have. Additionally there is no where near enough development in the various character’s relationships to support the emotional connections they supposedly have, making the game’s climaxes seem hollow and forced. Maybe this is just an artefact of the game’s requirement for multiple play throughs and the story becomes better as more details are revealed to you. I’ll never know as there simply isn’t enough in the core game to keep me coming back 2 times over, let alone 5.
Nier: Automata is a smattering of different ideas, game mechanics and narrative structures that unfortunately doesn’t come together as a cohesive whole. For a game that’s had a relatively short development cycle it seems dated in almost all respects and would not be out of place as a previous generation title. The combination of bullet hell and hack and slash mechanics is novel and, for a time, provides an unique and interesting challenge. However the lack of variety in the combat, enemies and other mechanics starts to wear thin after a time. This then erodes the game’s core intent of getting you to play through it multiple times over to uncover its true nature, something which a better constructed game would have no trouble in accomplishing. My 10 hours or so in it were filled with probably 6 hours of real enjoyment, followed by 4 of tedium. Perhaps I’m missing something here that fans of the genre aren’t but I honestly don’t know what that is.
Nier: Automata is available on PC and PlayStation 4 right now for $59.99. Game was played on the PC with a total of 10 hours play time and 34% of the achievements unlocked.
If you cycled back a decade or two the generally held definition of what constituted a game was fairly rigid. Today that definition is far less defined with the indie explosion bringing us all kinds of experiences that dance on the edge of what could reasonably be called a “game”. Whilst I’ll leave that debate to one side (nestling it close by the “are games art” discussion) the games which have kindled that debate are undoubtedly some of the most interesting experiences I’ve had as a gamer. Everything, which comes to us care of the developer of Mountain, is an exploration of the idea that everything is connected and how we define nebulous concepts such as self and identity.
You are something, but so is everything else. How do you define what is you and what is everything? The definition of you can change at any time as you journey through space and time. Wherever you go there is always something which is made up of something else. The worlds you explore are infinite, built upon and under one another. If this is all sounding incredibly nebulous then you’re right, it is, but that’s the beauty of the story that Everything tries to tell. As you explore you’ll be many things and each of those things will give you a new perspective on what this world is.
Everything uses a stylised, low-poly, simple texture aesthetic. It’s a procedurally generated game with various different biomes defined covering everything from lush forests to galaxies to 1D sub-atomic structures. Whilst this does meant that that there’s not much variety within a biome there’s enough of them to keep you interested in exploring for hours on end. For the most part it runs very well however once you get a bunch of entities together on screen performance starts to take a noticeable dive. That’s mostly of your own making though so it’s easy to avoid performance issues if you don’t go overboard. All said and done whilst Everything’s simplistic visuals are a nice backdrop to the game’s music, narration and core game play.
Exploration is the core mechanic of Everything as it puts you in a large world for you to explore. The mechanics of how you do this are a little esoteric and not all of them will be available to you at the start. Initially you can just move around and see the thoughts of other things as you walk past. After a while you’ll be able to become other things and then explore the world from their perspective. From there you’ll then learn about ascending and descending, essentially exploring the next “layer” in the realm of existence. There’s also a bunch of other mechanics in there like herding, dancing and a few other things but they’re essentially distractions from the main exploration mechanic. In terms of an overall objective there’s really none as Everything is meant to be experienced more than played, as evidence by the inclusion of an auto-play system which turns Everything into an overgrown screensaver.
When I first saw a demo of Everything I honestly thought it was a joke. The animations are laughably simple with animals rolling around and the various “thoughts” you come across are typically nonsense cobbled together using an algorithm. However there’s something strangely relaxing about it all, watching a big herd wander across a landscape with the soothing backing music playing away. Once you get a handle on the ascend/descend mechanics then the game starts to take on a sense of purpose as you look around you environments for new places to explore.
If I had one gripe it would be that the exploration mechanics of Everything are so obtuse, even after the tutorial, that it can be hard to feel like you’ve got a sense of control. Initially you’re limited in what you can do, which is fine given the broad scope of the game. However even after unlocking all the mechanics it can still be a bit hard to understand how to ascend or descend, what certain UI elements mean or how to direct yourself to the place you want to go. Of course you could avoid all this frustration by just letting the auto-play do its thing but, realistically, I think that’s really only meant for when you’ve become tired of doing the exploration yourself. Still if you can get past this initial barrier the experience of Everything is quite rewarding.
The story, if you could call it one, is to listen to Alan Watts‘ lecture on his theory that everything is connected. The ideas are presented in a highly consumable way and often enough that you won’t go long without stumbling across another audio log to listen to. Whilst I’ll leave the philosophical debate to the reader the ideas presented are interesting and wholly in alignment with the ideas the game wants to present. I’d be interested to know how this particular lecture played into the creation of Everything as the developer has noted that in creating Mountain he saw the potential to represent more of the world through an experience like this. Either the game was somewhat inspired by the ideas presented or they were retrofitted into the game afterwards. Either way it would be interesting to know the creator’s perspective on this.
Everything is a brilliant exploration of ideas through the use of simple graphics and mechanics. Whilst they’re a little obtuse on first glance after a while they start to make sense and that’s when you can truly take control of your journey through this game’s procedurally generated world. After slogging my way through numerous AAA titles and text adventures of late it was great to be able to sit back and simply explore without a goal to achieve. It’s not a game for everyone but, if you’re suffering epicness fatigue from the last couple months barrage of AAA titles then this might just be the unicorn chaser you need.
Everything is available on PC and PlayStation 4 right now for $14.99. Game was played on the PC with a total of 2 hours play time and 44% of the achievements unlocked.
This may come as a surprise given my gaming pedigree but I never really got into the old Lucasfilm adventure games. It wasn’t a lack of interest, more that we were a MS-DOS/PC house and my friends who loved those games were all Mac families. So I stuck to my titles and they to theirs and so I was left to discover adventure games much later in life. I tell you this because I feel a lot of what should make Thimbleweed Park good is tied up in the nostalgia associated with those games. Don’t get me wrong, nostalgia is a completely valid thing to base a game on, however for those lacking the requisite history with the product/franchise/developer those same elements can be confusing, kitchsey or downright trite. Such is my experience with Thimbelweed Park, one where I can see a lot of what I know is likely to be a huge draw card for many but simply not for me.
Thimbleweed Park puts you in charge of a whole host of characters, ranging from two detectives who couldn’t be more different, to a young girl with aspirations to become a game developer and even a clown cursed to never be able to remove his makeup. The game starts off with the detectives investigating a murder in this sleepy town of just 81 people. What follows is a deep dive into the town’s history, how it came to be and why everything seems to hinge on a single dilapidated pillow factory on the town’s outskirts.
As the game was developed by the very same people behind all those Lucasfilm Games titles it should come as no surprise that its art direction reflects them to a tee. The art is perhaps a bit more detailed than its predecessors were with things like better shading being quite noticeable on comparison. Thimbleweed Part definitely leans more towards a stylized, cartoony feel rather than a pixel-art imitation of the real world which, again, is reminiscent of its spiritual predecessors. The simplistic graphics do belies a great amount of detail in some areas however, like the bookshelves (which in most adventure games would just be decorative) containing hundreds of titles in them. This is, of course, all part of the game’s core mechanics.
There’s nothing new or inventive about how Thimbleweed Park plays out and that’s very much by design. Long time fans of these specific kinds of games will be instantly familiar with the trademark grab-bag of verbs at the bottom left-hand side of the screen which dictate how you can interact with objects and NPCs. There’s your inventory which will contain a bevy of both useful and useless items, although which is which is an exercise left up to the reader. Every room is filled with details, some of which you’ll need to solve the current issue du-jour and others that will come in handy later. Indeed the structure of Thimbleweed park is done in such a way that there’s no dead-ends and no way for your character to die so you should (hopefully) never get stuck. Combine this with witty quips from all the characters, constant breaking of the fourth wall and not-so-subtle references to the developer’s previous employer and you’ve got a campy but interesting trip down memory lane…I assume.
As the game will tell you (if you listen to the pigeons, that is) Thimbleweed Park is a well designed adventure game in terms of mechanics and puzzle layout. For the first few chapters there’s always something to do and a pretty logical construction to all the puzzles. The inclusion of a to-do list for every character means that you’ll always have at least half a thought towards what you should be doing, even if it’s not immediately obvious. You will however still spend your time doing what you always do in these adventure games: trying a whole bunch of different item combinations and interactions until you finally figure out which one works. Of course once you figure it out it all makes sense, but the journey to that point can be quite frustrating at times.
Thimbleweed Park’s puzzle construction and layout might be both its greatest strength and weakness. Whilst it’s great to have a lot of avenues for progression having them early on can be something of a mixed bag. If you’re like me then you’re quite likely to chase down a bunch of red herrings that aren’t related to your current objective, just because they seem like obvious problems to solve. A good example of this is a puzzle in the diner which I cottoned onto very early on in my play through. Trouble with that was that puzzle didn’t need to be solved until right at the end of the game and so I ended up wondering what the point of it was, thinking I had wasted my time. This is in stark contrast to my general experience with adventure games (both new and old) which gate puzzles like that to keep you on track.
For people who really like to explore through everything though I don’t think this will be much of a problem. The amount of content in Thimbleweed Park is pretty impressive, putting the average completed play through at around 16 hours or so. For people like me though, those without the background in these titles or a deep interest in the story (more on that in a second) it can lend itself to frustration. This is why at around the 4 hour mark or so I gave up any semblance of dignity and headed for the walk through guides with reckless abandon. I do this because otherwise I’d be likely to quit the game in frustration and this way, at least, I can see how the story ends.
The story didn’t do much to grab me, unfortunately. Sure it’s refreshing to see a game not conform to the current norms for adventure games (both new and those in a similar style to this) but after a while some of those aspects start to lose its sheen. Breaking the fourth wall can be funny and thought provoking, but you can only do it so often before it becomes repetitive. The one-liners, repeated jokes and other story mechanics are good in moderation but that’s not something Thimbleweed Park has in large supply. I’m sure all these things that I’m mentioning as negatives are things that long time fans of these types of games say they love, and I’m not trying to take away from that. More I’m trying to show you what it looks like from an outsider coming in and, honestly, it just wasn’t all that and a bag of chips.
It probably doesn’t help that I didn’t really engage with the story past the first 4 chapters or so. The various character’s story arcs were only loosely coupled together which made their required co-operation to solve puzzles even more confusing. Again this comes back to the no-dead-end policy which, whilst ensuring the player can’t find themselves irrevocably stuck, means that certain things aren’t as tight as they could be. For me this appeared to be the story as the connecting elements just weren’t there to pull the whole thing together. Couple that with the items I mentioned before and the overall story experience just wasn’t up to the level that the hype surrounding this game would have you believe.
Thimbleweed Park is most certainly a game for the fans of the Lucasfilm Games series of years gone past, something which this old writer unfortunately let slide by. Had I not my experience of this game would likely be worlds different; a trip down nostalgia lane rather than a mediocre adventure game. All this being said though there is an inherit quality to the game, one that has obviously been shaped by the decades of experience by those who created it. So whilst it might be making my game of the year list I’m sure it’s going to be a delight to those it was made for: those with an inner child who still hold Lucasfilm Games in high regard.
Thimbleweed Park is available on PC, Xbox One, PlayStation 4, iOS and Android right now for $19.99. Game was played on the PC with 7 hours of total play time and 55% of the achievements unlocked.