With the core essence of a Far Cry game perfected Ubisoft has turned to a couple other items with which to differentiate each instalment in the franchise. Most notable is the wide variety settings, each of them driving the narrative and mechanical stylings of the game. This particular choice of location, that of rural Montana in the USA, was an interesting one, generating a lot of conversation of how Ubisoft would approach many of the delicate political topics that are top of mind today. Strangely though little of the conversation focused on what the game itself would be like which, I’m happy to report, is still as enjoyable as ever. There are some choices I’m not a huge fan of however, taking away some of the depth that this franchise was famous for.
You are the Rookie, a new junior deputy in the Hope County sheriff’s department. You arrive at Eden’s Gate to serve Joseph Seed, the leader of a local cult, with a federal arrest warrant on charges of kidnapping with the intent to harm. Although Joseph offers no resistance, he claims that God will not allow him to be detained. As you escort him away the cult members lash out at you, downing your helicopter and your team along with it. You learn that the sheriff’s department has been infiltrated by the cult and they’ve prevented the National Guard from responding. It’s now up to you, deputy, to free Hope County from clutches of Eden’s Gate and rescue your team.
Far Cry 5 continues the series’ use of the Dunia engine, a highly modified version of the CryEngine. The visuals are stunning with obvious improvements in lighting, textures and the attention to detail. This is probably one of the few games, especially in the open world genre, that manages to look good both at distance as well as up close. This does come at a price however and my rig, no longer the towering beast able to take all comers, was brought to its knees more than once. A few tweaks here and there ensured that I was able to get smooth performance but some sacrifices had to be made. Most notably was the draw/level of detail distance which, whilst on foot, wasn’t much of an issue but was readily apparent when I was say flying in a helicopter. All things considered though I think it’d be safe to say that Far Cry 5 is likely to be one of this year’s best looking games.
As I alluded to in my opening paragraph Far Cry 5 maintains the formula that the franchise has perfected over the last 14 years. Whilst the long held tradition of climbing radio towers to uncover parts of the map has (thankfully) been removed you’ll still be liberating outposts, picking up various side quests and working your way up to taking down the Big Bad Boss of the day. Many of the core mechanics and progression systems have been streamlined significantly which, depending on your point of view, could swing either way. One of the most notable additions is the Arcade Editor, allowing you to craft your own levels and experiences within this Far Cry world. The less notable, more notorious, addition is microtransactions allowing you to bypass the built money grind if you so wish. For this old player it has raised an interesting conundrum as I’m typically a fan of streamlining games but in this instance I think it’s taken something away.
All Far Cry games start off with you being someone who really doesn’t have the skills to survive in the situation that find themselves in. Then, over the course of your play through, you begin to build yourself up through the various trials and tribulations the game throws at you. Part of this included a rather in-depth and daunting perk tree which progressively allowed you to build out your character along your desired path. In Far Cry 5 however many of the skills that you would’ve had to previously unlock, like say heavy takedown, are given to you by default. This does mean that you’re far more capable earlier on than you’d otherwise be, something that does help to speed up the pace of the game, but the downside is that the perk tree no longer feels as impactful as it once was.
Many of the talents are simply incremental upgrades to things you already have and a good quarter of them are dedicated to reducing the respawn times of your companions. To be sure there are a few that make a huge difference in how you’ll approach certain challenges the game throws at you but rarely did I feel the same power increase as I did in the previous games. Quite often I was left with a bunch of points and no real desire to spend them on any of the perks as I couldn’t see what advantage I’d get out of them. In fact the biggest power increase I ever got was when I finally got myself a helicopter with machine guns, something that takes a whole lot of pain out of the games more laborious moments. I’d forgive the lacklustre perk system if the other means of progression felt a lot more impactful but, honestly, they seem to suffer from the same sameness problem.
The power of your weapons feels largely determined by the type so that guns in the same category are largely as effective as each other. The higher tier weapons, which you unlock from increasing resistance levels across the board, usually come with more quality of life perks rather than an increase in overall effectiveness. The sniper rifles, for instance, go from bolt action to semi-auto, the rifles semi to full-auto and so on. The bow, unlike other Far Cry games, feels pretty damn useless once you get yourself a silenced gun of any description (which isn’t rare either, pretty much everything can be silenced). The prestige guns are also just unique skins rather than more effective versions of their common counterparts meaning any cash spent on them is ultimately wasted. Once I’d settled on my loadout (pistol, rifle, LMG and sniper rifle) I didn’t change it for the rest of the game.
What this leads to is an overall combat experience that, for a while, is somewhat varied but quickly deteriorates into a repetitive slugfest. It’s a shame really as the slow increase in my character’s power level was something I always enjoyed in the Far Cry series. Being almost untouchable at the end always felt highly rewarding, allowing you to breeze through challenges that were once a complete showstopper. In Far Cry 5 however it feels like after maybe 4 hours or so you’re basically at the limit and there’s little more that will change how you play. Of course it’s still fun to strafe an outpost with a chopper or sneak around with your cougar companion but the lack of variation does start to wear on you after a while. Thankfully the game recognises this and campaign progression gets faster the more you complete, allowing you to blast through the last area in about half the time when compared to the first.
Crafting has been radically simplified and decoupled from the progression system. No longer will you be hunting down rare game in order to craft a new wallet, instead they’ll form part of your cash flow that you’ll funnel into the upgrades of your choice. All you’ll be crafting now is consumables including all your explosives and “homeopathics” which include the usual foray of decreased damage taken, increased speed and so on. This does mean that the progress system is a bit more universal, alleviating the previous Far Cry game’s issue where you could have all the talents in the world but could still only hold 5 arrows at a time. Materials are found everywhere, including on enemies you defeat, so it’s rare that you’ll ever be wanting if you need to crafting something. Overall I think the changes are good from a quality of life perspective but does take away something that was kind of a signature of the series.
Far Cry 5 still retains many of the issues that Ubisoft’s open world games are renowned for like the incredibly janky physics and an AI that’s dumb as dogshit. As /r/gamephysics will attest to there’s a bunch of whacky physics interactions with vehicles, people and the environment. None of these are game breaking and many are great fun to watch. What’s less fun is the AI which, when it’s being used to control your companion, routinely goes completely off the rails. I had one instance when I was in a helicopter (which the AI was piloting) where it would randomly land for 30 seconds before taking off again. It didn’t even seem to understand that it shouldn’t land in the river and proceeded to so, almost killing us both. Similarly characters that are leading you or part of an escort mission get horrendously confused if anything out of the ordinary happens like, say, a fire happening near them which they caused. Of course that also leads to some rather fun times when you can really screw with the enemy AI but with the lack of a quick save/load system it’s not nearly as fun as it could be.
All of this being said though, for all its flaws, Far Cry 5 is still very much an enjoyable experience. Ubisoft has obviously taken a line to make the series more approachable to a wider audience, cutting down on a lot of the elements that would’ve been overwhelming to players just jumping into the franchise now. Whilst long time fans of the series, like myself, may not enjoy those changes I can recognise that a lot of reviewers are seeing these as positives. I couldn’t point you to exactly what made the game fun for me but I certainly don’t regret the time I spent in it and I’ll attribute part of that to the game’s story.
Whilst initially the game felt like it’d hit close to home on a lot of hot button issues the game draws a rather well crafted line straight down the middle, ridiculing both sides as much as the other. Many have criticised the game for not taking a stance one way or the other but, honestly, did anyone expect Ubisoft Montreal to make a political statement on the current state of the USA? Instead many of the side quests and throwaway parts lampoon the stereotypes of both sides with your redneck preppers on one and your new age hippie vegans on the other. Is that a missed opportunity? Sure, but I’m not looking to big name publishers and developers to make a statement. I’m looking for a fun game experience that I can switch off the higher order parts of my brain to. When I want to be stimulated I’ll take a deep dive into the world of indie titles.
Personally I started with John’s area before moving onto Faith’s and finally Jacobs. Out of the three I felt Faith’s was the strongest as it drew me in with a believable tale of how she came to be the person she was. John’s comes in at a close second for his portrayal of your stereotypical televangelist with an empowering catchphrase. Perhaps due to the order I played them in Jacob’s felt incredibly weak, lacking anything to draw me in. Of course it’s a highly predictable narrative (all the way up a certain point, which I won’t talk about) but that’s one part of the Far Cry formula which I didn’t expect to get touched. Overall the narrative and its pace of delivery are well done enough that I was able to forget about the other flaws, at least for a little while anyway.
Far Cry 5 is certainly another solid instalment in the franchise, even if the streamlining of some of the games more iconic features didn’t sit well with this reviewer. The game retains the series penchant for high end graphics which are sure to delight fellow eye candy enthusiasts. The progression system, whilst more concise than it ever has been before, feels like it takes away some of the core aspects which drove the growing power fantasy aspect which I felt was core to the Far Cry experience. Couple this with the other lacklustre progression mechanics and the core of the game, whilst still retaining the things that make Far Cy good, just isn’t as enjoyable as it once was. However the game is still worth playing, maybe even more so for those who haven’t played the series before. The narrative, whilst missing the mark for many due to its fence sitting nature, is enjoyable for what it is. For Far Cry fans this instalment is still a must play but it falls short of reaching the same heights as some of its predecessors did.
Far Cry 5 is available on PC, PlayStation 4 and Xbox One right now for $59.99. Game was played on the PC with 16 hours of total play time and 45% of the achievements unlocked.
Amanita Designs has developed quite the reputation for creating simple games with beautiful hand drawn visuals. Whilst they’ve been active since 2003 it wasn’t until their release of Machinarium in 2009 that they really broke through as a developer. Since then they’ve gone on to release several games in their trademark style, many of which have won praise for their visual design. Indeed I remarked as much in my review of their second full length game Botanicula back in 2012. I gave Samorost 3 a miss, mostly because I didn’t have the time to play through the previous 2, but when I saw CHUCHEL I was excited at the prospect at playing another one of Amanita’s games. However, whilst the trademark visual comedy style remains, this particular game failed to grab me in the same way Botanicula did.
You follow CHUCHEL and his pet/friend/enemy Kekel through a variety of challenges with one goal in mind: to get back that delicious cherry. To do so you’ll have to complete many and varied challenges ranging from simple things like distracting a watchful beast to playing a simplified version of pacman. Each of the panels is filled with clickable items that will react in varying ways, some producing rather hilarious and unintended effects. Solving the puzzle doesn’t necessarily mean you’ll get your hands on that cherry though as a disembodied hand, which seems to revel in torturing poor little CHUCHEL, will likely sweep in at the last second and take it away from you.
Amanita’s visual design is as great as ever in CHUCHEL, leaning more towards a child like hand drawn aesthetic than its previous more dream-like works. The backgrounds are usually simple watercolour inspired designs with soft colours bleeding out and mixing together. Items and characters stand out from the background thanks to their hard edges and use of solid, bright colours (with the exception of furry things like CHUCHEL). The design has a children’s book feel to it with each of the levels feeling like it could be a page from one of your childhood favourites. It should come as no surprise that the game has already been recognised by the Independent Games Festival with an Excellence in Visual Art award.
Like their previous titles CHUCHEL is a point and click (sans adventure) game, requiring you to explore the environment by clicking around to figure out what you can and can’t do. For the most part the puzzles are contained to a single panel however there’s a few that take place over multiple, increasing the challenge. You’re quite unlikely to get stuck as the game seems to recognise when you’re taking too long to solve a particular puzzle and begins dropping hints about what you need to do. However there’s a lot to be uncovered should you take your time in solving the puzzles with much of the games content hidden in non-puzzle elements. This is then accompanied by a great soundtrack and excellent foley work which is sure to captivate many players, both young and old.
However unlike Botanicula, which managed to engage me right through to the end, CHUCHEL just failed to grab me. More so than its predecessor I believe CHUCHEL would likely be enjoyed more by children and played on an iPad as the game lends itself well to the platform. Playing it on the PC, whilst far from a bad experience, just feels like its half a stepped removed from how it’s meant to be played. I haven’t yet had the chance to unleash this particular game on any of my nephews or nieces but I’d hazard a guess this is the kind of game that could keep them thoroughly entertained for hours on end.
For me though there just wasn’t enough to keep me coming back to play it. The art and sound design are great but the puzzles quickly start to feel repetitive after a really short period of time. I personally could only play it in ~20 minute bursts before I grew tired of it. Perhaps the lack of even a simple overarching narrative, which Botanicula had, is the key here as there really wasn’t much beyond wanting to see the next scene to keep me going. I’ve barely played it for an hour and I just simply don’t feel like going back to it. Maybe I just need to watch someone else play it.
CHUCHEL is proof yet again that Amanita Design is a master of their style, delivering another gorgeous point and click adventure game that’s sure to delight many. The hand drawn childlike aesthetic is simply beautiful, echoing the kinds of things many us would’ve drawn as kids. Unfortunately the repetitive nature of some of the puzzles combined with the lack of even a simple overarching story made it hard for this reviewer to remain engaged with it long term. Still it’s easy to recognise the quality of the work put into making CHUCHEL and, whilist I might not have enjoyed it as much as their other games, it’s still likely worth picking up even if it is just for the kids.
CHUCHEL is available on PC, iOS and Android right now for $9.99. Game was played on the PC with just over an hour of play time and 0% of the achievements unlocked.
I’ve started to grow rather fond of these little city simulation games, each of them bringing a different bent on the same genre. Looking back over my gaming history it seems to have started with Anno 2070, a game I never would have played if it wasn’t for a gentle prodding from a good friend of mine. Since then I’ve played quite a few of them (even an Early Access one, breaking my rule!), usually getting to my first victory until I moved onto greener pastures. It’s rare that one manages to bore me into not wanting to play again which is unfortunately what Surviving Mars managed to do.
The premise of the game is simple enough, you’re part of a mission to establish a colony on Mars. You’re given a base set of infrastructure, a truckload of cash and a set amount of time to build the colony up to a respectable level. Mars isn’t a particularly hospitable place though, devoid of much of the resources that you’ll need to keep your humans alive and happy. At the same time you’re still at the behest of your supporters who are keen to exploit the natural resources of this yet untapped world.
Now I’ve never played any of the Tropico series or other titles that Haemimont Games is known for so I don’t have much of a baseline to compare it to. On first glance I thought it had a little bit of that Unity engine feel to it but they apparently have their own, custom built engine which was upgraded for Surviving Mars. It has a similar visual style to that of Cities Skylines with heavily stylized visuals including simple textures and bright colours. There are some cool bits of visual flair like vehicles, buildings and infrastructure all getting dusty after being around for a set period of time. Whilst the simple visuals are necessary, due to the game’s heavy simulation load and potential for a lot of items on screen, they’re certainly not one of the game’s negatives. I only wish the game gave you a little more reason to enjoy them up close (more on that later).
Surviving Mars is a colony building simulator with all the essentials you’d expect from such a game. You’ll be given a starting location and a set of infrastructure to get you started but beyond that you’re left on your own. Initially you’ll just be commanding a drone army, one that needs little more than a stable power source to survive the harsh martian terrain. You’ll use that to build up the minimum set of infrastructure required to start bringing humans down which in turn leads onto bigger and better things. Along the way you’ll research new tech, explore new terrain and grow your colony further. Your win condition will depend on which nation you align yourself to and it could be something as simple as reaching a colony of 200, building multiple domes or researching enough tech. There’s certainly a lot to do and, in true simulation fashion, it may take some time to get to the next thing you want to do. For some that’s part of the charm but unfortunately, for this writer, it was what ended up killing it.
Getting started in Surviving Mars is a bit of a struggle as even the quick game option doesn’t really give you a lot of direction to start off with. It gives you a few basic instructions here and there but unlike other simulation games, which usually give you a simple mission which will help you establish a basic colony, Surviving Mars does no such thing. This leads to maybe an hour or two of screwing around to figure out what you should do, in what order and what each of the mechanics is best used for. I believe this is intended, mostly to keep some mechanics a bit vague in order to generate those desperate moments when you forget to do something and suddenly your colonists are running out of food or something. Whilst I’m all for emergent gameplay elements like that, indeed one of my favourite stories is trapping all my colonists inside their first dome in Planetbase with no oxygen and no power to get out, forcing them takes away much of their charm. Still most of them are easy to avoid even though there’s no base overview panel or similar to keep a track on all the colony’s key stats.
Building up your colony can be done relatively swiftly if you make good use of the resupply mechanic, allowing you to spend capital to get resources from Earth. The limiting factor there will be your research however as the small domes you get at the start are too small to be useful. Making you colony self sustainable is quite the challenge as the specialised buildings you’ll need to fabricate the different resources (like polymers, electronics and machine parts) all require specialised facilities, most only built inside domes, and the requisite resources. Both of those will require colonists and the greater the number and mix of them you have the harder it will be to ensure they all have everything they want. This is somewhat easier in the later stages of the game when you have access to bigger domes of course but it does mean that the first few hours of a game are usually a bit of a struggle. From there though it starts to drag a bit as you get into a repetitive cycle of: ordering new resources from Earth, expanding as much as you can, waiting for some tech to research and repeating until you’ve had enough.
Indeed that’s what killed it for me in the end. I was definitely making progress but I still didn’t have a fully, self sufficient colony that I could depend upon whilst I focused on the higher order things. I did have domes producing each of the resources but the rate at which they did was so slow it was barely enough to keep everything going. So instead I’d be focused on the resource depots (since there’s no page to say you have X units of metal or anything), figuring out what I needed where, ordering enough from Earth and then ensuring they all got transited to the right places. Strangely it feels a lot like one of Paradox’s other games, Stellaris, where you end up getting bogged down in the minutiae of running everything rather than having fun with the big picture.
A lot of this is born out of the lack of quality of life features that would make the game a lot more fun. For example drones have no idea about anything outside of their control zones, meaning that if there’s resources in one zone that are needed in another (even if those zones overlap) they will never get transported there. This makes setting up new areas a real chore as you have to manually transport everything there. The lack of a colony health or overview page makes checking up on resources a real pain with the only indication of a problem being the alerts when things are on the brink of disaster. Worse still the normal notifications like “We have an oxygen shortage” are usually inaccurate, actually meaning that a dome you just built (that doesn’t have people in it yet) hasn’t been connected yet. The research trees are hidden unless you discover it in an anomaly or research up the tree which means there’s no driving motivator to push you along one path or the other. Also there’s no drag to select a bunch of units, a real pain when you want to reallocate a bunch of drones between zones.
All of these things, combined with the dreadfully slow pace of research in the early game, make it really hard to keep going past a certain point. Some of Surviving Mars’ negatives are easy enough to deal with, like the lack of tutorials or quality of life mechanics, but when it takes so long to do so little with so much effort I just end up getting bored. It’s a shame as there’s obviously a good amount of mechanical depth in Surviving Mars but at 6 hours play time I felt like I had been playing for 30. I didn’t even get to check out the “individually simulated” colonists, not that I think that would’ve made much of a difference in anything.
Surviving Mars is a game that feels like it left beta just a little bit too early. The core tenants of what the developer wanted to achieve are there, a colony simulator with a Mars bent, but the things that would make the game actually enjoyable to a wider audience are missing. Perhaps this is par for the course with the developer and the game is perfectly built for their fans, I wouldn’t know as this is the first title I’ve played from them. Still considering their pedigree I had higher expectations for what would amount to their 9th game in the genre. Given that the game has mod support and DLC to come it’s entirely possible that these issues will go away in due time but that wouldn’t be enough for me to recommend the game as it is now.
Surviving Mars is available on PC, PlayStation 4 and Xbox One right now for $39.99. Game was played on the PC with a total of 6 hours playtime and 12% of the achievements unlocked.
There’s a fairly predictable cycle in games when it comes to new genres. Typically there’ll be a bunch of relatively unknown titles that will experiment with various mechanics, setting the groundwork for the games that follow. Then comes the breakout hit, now usually an Early Access title, which gets heralded as the next big thing. Then come the clones, dozens upon dozens of clones, all of which attempt to emulate the breakout’s success. Most of these will fall by the wayside although a few will go on to develop the idea further, finding a dedicated niche for their particular brand of the new genre. Warhammer: The End Times – Vermintide did exactly that, taking the essence of the Left 4 Dead formula and reworking it into a truly unique experience. I wasn’t aware a sequel was in the works so when I saw Vermintide II, had been released I was keen to see what direction Fatshark had decided to take this IP in. By and large it’s the same game but far more of it; much of it streamlined for a much more enjoyable experience overall.
Following the events of the first game, Grey Seer Rasknitt has successfully captured the five Heroes of Ubersreik. Without the interference of the heroes, the city of Ubersreik fell to the forces of Clan Fester. Rasknitt has since ordered the construction of a massive portal known as the Skittergate, which will allow the Chaos Champion Bödvarr Ribspreader and his Rotblood army easy access to the border-city of Helmgart. However, the Skittergate continuously fails to properly operate, disallowing Bödvarr to summon the entirety of his forces. When the Skittergate disastrously fails to activate again, the resulting destruction frees one of the heroes, Markus Kruber, from captivity. He fights his way through the skaven lair and reunites with the rest of the heroes: Viktor Saltzpyre, Bardin Goreksson, Sienna Fuegonasus and Kerllian. They then band together once again to push back against the Skaven and the Rotbloods.
Vermintide II makes use of the same Autodesk Stingray engine that its predecessor did, albeit with a bunch of modern improvements such as: DirectX 12 support, volumetric lighting and fog, texture streaming and an enhanced fluid system. The levels are noticeably less barren than its predecessor too, brimming with details at nearly every corner. There’s also a lot more variety in the levels than there was previously with not every level taking place in a run down medieval town. There are a few areas which could do with some attention though, like the ones bathed in fog which seem to torpedo your performance no matter how beefy your system is. Whether or not Fatshark will continue developing on this engine though is anyone’s guess as Autodesk has discontinued development on the engine as of January this year. Suffice to say I wouldn’t expect Vermintide III in the next 2 years or so if an engine change is on the books.
The core game mechanics of Vermintide II haven’t changed much from its predecessor, retaining the same game play that made the original fun. It’s still a melee first game, one with 5 different characters and a varying array of loot to change them up a bit, however there’s also now 3 “careers” per character. Each of them changes the passive and active ability of the character whilst retaining your level, giving you an opportunity to try different playstyles without having to change classes and start levelling all over again. The loot and crafting system has been streamlined, making progression a little more clear than it previously was. The mission structure has also been streamlined, making it a bit easier to follow the campaign’s story (if that’s of interest). Overall the Vermintide II experience is very much the same as its predecessor, just refined and polished with the lessons that Fatshark has learnt over the past couple years.
Combat still feels the same with you facing down untold legions of enemies in face-to-face melee combat. With the introduction of the Chaos into the mix there’s a wider variety of enemies although, truth be told, most of them are just different skins on the same kinds of enemies. The same depth of combat remains with the intricacies of dodging, blocking and using the right weapon type all making a big difference in how challenging a particular level is for you. This time around I decided to play as the elf which, whilst incredibly fun, probably wasn’t the best choice given my penchant to get far too personal with large groups of enemies. This was largely negated by her passive (allowing me to heal up to half health) though so I think it worked out in the end. I have heard (and seen) that the dwarf is currently stupidly overpowered but haven’t had a chance to give it a go myself.
The loot system has been streamlined although the same modifier mechanics remain. Hidden throughout each of the levels are 3 tomes (which replace your healing potion), 2 grimoires (which replace your potion slot and reduce your party’s health) and potentially some loot dies. Each of these will increase the quality of the loot box you’ll get at the end of the level, should you complete it. Each of those boxes contains 3 items with the higher grade boxes having a higher chance of better gear. All of the items power is directly related to your current power so, at least in the early stages, its best to just equip whatever the highest power items are that you have. The quality of the items just increases the number of additional buffs and traits they have with exotics, the highest tier, having unique abilities. Just like its predecessor this allows for an insane amount of customisation for your character, granting you the ability to hone your playstyle to its ultimate perfection.
Crafting is best used to replace that one item you’ve had that’s lagging behind all others. Much like the loot boxes crafted items will be rolled at your current power so it’s quite unlikely that you’ll be able to get a big boost from crafting something which is already close to your current max. Instead if say all your gear is at 100 but one is at 90 crafitng a replacement for that slot will likely yield the biggest gains. Similarly, whilst you can upgrade the quality of the items, it doesn’t change their power. This is somewhat unfortunate if you have a build centered on one item and its power starts to lag but such is the loot treadmill in this game. Crafting up to exotic level is possible however, just rather expensive, so you’ll likely be able to re-craft a certain item if you need to bump up its power level. There’s also apparently “veteran” level items which are red and max stat rolled versions of their exotic counterparts but I’ve yet to see one since I’m still a scrub playing around in Recruit difficulty.
The additional polish means there’s fewer issues in Vermintide II than there was in its predecessor but it’s far from bug free. My poor dwarf friend in the screenshot above got stuck in a piece of the environment which, whilst hilarious, left him stranded there. Thankfully we had a boss spawn shortly afterwards which knocked him out but without that he would have had to leave the game completely. Some levels still have the rather irritating bug of enemies spawning behind walls or being able to clip through them, so sometimes you can end up with a packmaster pulling one of your colleagues away to a place where you can’t get to them. We even had a globedier spawn behind a wall at one point, allowing him to lob gas grenades at us unhindered whilst we tried to deal with a bile troll at the same time. If your group is skilled enough issues like this won’t stop you from completing a level but given that this doesn’t feel like intentional behaviour it’s more of a chore than a challenge.
There is a story here, one that I’m sure has some detail to it, but it seems to fade into the background. The banter between your characters is as good as ever, ensuring that I quickly grew to despise the elf I was playing because she’s just an insufferable ass. But apart from that I’d be hard pressed to tell you anything about the game’s overall story beyond the fact that the skaven teamed up with the chaos in order to sack Ubersik and we’re trying to stop them. I’ve also not managed to complete a single chapter either, my attempts at the final boss in Act 1 always meeting with disaster either through players leaving or the not-so-great bots providing little help in those fights. That all being said I have played this game for far longer than I did its predecessor so maybe, eventually, I’ll figure out what’s going on in the story.
Warhammer: Vermintide II is a solid improvement over its predecessor, retaining the core of what made the game fun and cutting away much of the extraneous cruft. The improved game engine ensures that the new, highly detailed environments are able to shine through even if a few of them could do with a bit more optimisation. Combat, levelling and crafting have all been streamlined for the better, making the overall playing experience that much better. Some of the same issues that plagued its predecessor still remain however but aren’t beyond fixing through a few good patches. Overall, for a gaming I wasn’t expecting a sequel to so soon, I’m impressed by what Warhammer: Vermintide II brings to the table and I’m sure I’ll be spending a few more good hours in it over the coming months.
Warhammer: Vermintide II is available on PC, PlayStation 4 and Xbox One right now for $29.99. Game was played on the PC with a total of 12 hours game time and 27% of the achievements unlocked.
Games as a medium have matured extensively over the past decade or so. Numerous ideas and stories which would have never previously been explored now find their way into game form. Increasingly we’re seeing games based around cultures and their mythologies, providing a new and interesting lens into these worlds that typically wouldn’t have been explored in this medium. Mulaka, the second game from indie developer Lienzo, explores the lore of the Tarahumara people through a 3D platformer beat ’em up. It’s one of the few examples where I can say that the developer knew their limitations and chose to focus on where to best spend their effort. The result is a simple, relatively short game that achieves what it set out to do with only a few minor hiccups along the way.
You play as one of the Sukurúame, a Tarahumara shaman who has tasked themselves with ridding the world of the corruption that has begun to plague it. To do so you will have to enlist the help of the demigods who will imbue you with their powers in order to cleanse the corruption from the land. The path before you won’t be easy however as many of the normal creatures of the land have been warped and changed by the corrupting magic that now infuses the world.
Mulaka utilises a low poly visual style with bright, solid colours and little texturing to be seen. The art style is somewhat reminiscent of older Nintendo 64 like Zelda: Ocarina of Time or Goemon’s Great Adventure with the NPCs having flat faces with simple textures. Under the hood this is all powered by Unity but, thanks to the customised art style, manages to avoid that trademark look and feel. Consequently the game runs absolutely lightning fast on any semi-modern PC and, given it has a Switch release, would likely run quite well on nearly anything you cared to throw at it.
The game can be largely categorised into 2 major parts: the 3D platforming and puzzle sections, and the now standard “Dark Souls-esque” style of combat. Each of Mulaka’s levels requires you to find 3 stones in which to unlock a door to progress to a small final section, most of which are found via exploration or completing a quest set by one of the NPCs. Initially they’re your stock standard platforming puzzles but as you unlock new abilities they change into more of a traditional puzzle experience. The combat follows a similar progression, starting off with your typical dodge/roll/parry and quickly building into more complex encounters thanks to multiple different types of enemies and the new abilities you unlock. There is a small progression system in the form of currency you’ll receive from defeated enemies but, honestly, I did the vast majority of the game with only buying one (and that was actually a mistake). Overall there’s actually not that much to Mulaka in terms of game mechanics but for things it does do it does them well.
Combat isn’t exactly a challenging experience as most enemies can be defeated by simply spamming one attack at them. Whilst challenge initially comes from trying to figure out how to tackle new enemy types it unfortunately tends towards simply throwing more enemies at once at you. The upgraded enemies you’ll come across later in the game are simply bigger, badder versions of their earlier incarnations and so they don’t really feel like that much more of a threat. The bosses are however all quite interesting, attempting to recreate that same feeling you get in the Dark Souls series of being a very small person going up against an unbelievably giant threat. Suffice to say you’re not going to be playing this for the challenge (or taunting your friends to “git gud” at it) but it was somewhat refreshing to have a combat experience that didn’t feel like it was getting in the way too much for once.
The puzzles are similarly none too difficult with the majority of them being a follow the bouncing ball kind of deal. The 3D platformer puzzles can be solved in numerous ways, many of them I’m sure weren’t entirely intended by the developer. Other smaller puzzles (like the water one shown above) only have a single solution and can usually be solved in a few minutes. Mulaka could do a slightly better job of communicating when you’re not able to solve a particular puzzle due to you not having the requisite ability as this is one of those games where not everything in every level is available to you from the start. For instance you’ll likely find items behind a big rock with red claw marks on it, something which can’t be cleared until you get the bear ability. The game doesn’t tell you this (nor for any of the other blockers) so it can sometimes be a bit of a guessing game as to what you can access right now and what you’ll have to come back for.
There’s also some quality of life improvements that could be made, 2 of which jump immediately to mind. First off the upgrade vendor is only in one map which means you’ll have to trek back there every time you want to purchase one. Since the game already has characters that travel from map to map with you it’s not out of the question to bring said upgrade vendor along with you. Secondly the potion crafting, whilst simple and concise, is needlessly laborious in its resource collection mechanic. In order for you to craft a single potion you’ll need to get 4 of a certain item and then you’ll automatically create one. As far as I can tell those resources will spawn an unlimited number of times meaning that the second you find a resource you can, in theory, fill your potion inventory. However the time taken to do so is a little bit too long in my opinion and instead could take inspiration from the estus flask idea in Dark Souls (I.E. refilling them all at certain points). I admit that there is a small lore reason for the gathering mechanic but I’m sure that could be worked in other ways.
The game is well polished in most respects although there are a few minor issues here and there that could use addressing. As the above screenshot shows there are numerous places on several maps where you can fall through the world. Thankfully instead of outright killing you the game will simply teleport you back to a safe place after you fall for a while so it’s not a major issue when it happens. The hit detection, both for your character and enemies, could do with a little tuning as well as some of the enemies attacks connect when you’d think they’d miss. Thankfully these are minor gripes in the overall scheme of things and I’m sure future patches will work most of them out.
The story is steeped in the mythology and culture of the Tarahumara people with many of the places, stories and even game mechanics taking inspiration from it. With your character being an entirely mute protagonist it is a little hard to engage fully with the story. There are some interesting pieces here and there and the story’s ultimate climax is cool but, overall, I didn’t get that much out of it. Looking at the Steam page there’s a bunch of videos that the developer made diving into the culture and how it influenced the game so had I watched those before playing I might be saying something different.
Mulaka’s greatest strength is that it achieved what it set out to. Too often I’ve seen both indie and AAA developers strive for grand visions that can never be fully achieved, resulting in games with half baked ideas and broken implementations. Mulaka instead had a simpler, narrow vision which helped it focus more on what mattered. The game that came out the other end is simple, short and concise. There’s improvements to be made though with some levels needing a little more polish, a few quality of life improvements here or there and a little more story work could elevate this title to much greater heights. None of these are terminal issues though and, should the developers decide to revisit this world, I’m sure a follow up game could strive for a much greater vision.
Mulaka is available on PC, PlayStation 4, Xbox One and Nintendo Switch right now for $19.99. Game was played on the PC with a total of 5 hours play time and 50% of the achievements unlocked.