Oh my word would you look at that, it’s another RPG from our good friends over at Spiders. If you are unfamiliar with them (although how could you having read every single one of my reviews!) they are a small developer who has aspirations of being the next Bioware but not where near the prestige nor funding to achieve it. Their previous run of games, which are all startlingly similar in their construction, have all been firmly in the B-grade category; having many of the trappings of its AAA brethren but nowhere near the same level of polish, finesse or integration of mechanics that would make it seem somewhat similar. Over the years then I’ve grown to love seeing Spiders releasing things because it means that they’re somehow still making money despite peddling some of the most mediocre titles for years on end. However, and I feel strange for saying this, their latest game Greedfall actually manages to be a half decent game, even if the spectres of its past are still very much visible. So this may be the first time ever that I say I’m actually looking forward to seeing what Spiders comes up with next.
You are De Sardet, legate of the Congregation of Merchants and you’ve been tapped on the shoulder to accompany your cousin to a newly discovered island called Teer Fradee. He’s to be the governor there and it’s your job to assist him in ensuring that the will of the Congregation is executed over there. At the same time you’ve been tasked with trying to find a cure for the terrible sickness that has been plaguing everyone on the content, a disease that has been named the Malichor. Your journey is not simply one of bashing heads and saving those in distress; no instead you’re there to ensure political stability on the island, including finding a way for those of the continent to get along with the natives of the island. That’s going to be something of a challenge considering the number of different factions, all of whom have their own ideas of what this new island should be used for.
The graphics of Greedfall are brought to us by Spiders’ own game engine called Silk which itself was based off the free Sony engine called PhyreEngine. The graphics it delivers though are more akin to the best we’d seen out of the previous generation, although when compared to previous Spiders titles it’s definitely a major step up. Whilst there’s a healthy dose of asset reuse the environments are still more detailed than they ever have been before. They will start to blend into each other after a while as all the forests look pretty much the same as do the towns save for the few custom designed areas that each of them has. Heck even the various governor houses are basically identical save for the texture jobs. There’s also some noticeable differences in the game’s framerate and the physics engine’s rate which is probably most notable in your cape which stutters along rather than flowing like you’d expect. Credit where it’s due though this is a pretty big step up for Spiders and I’m not one to chide someone for making progress.
It seems that after making ostensibly the same game 4 times over Spiders has finally managed to streamline it to the point where they’ve actually managed to make most of the systems work properly. You’re still going to have to choose to main one of three character classes, each of which largely fits into the regular RPG tropes. The multiple different attribute and talent systems make a return although at least this time around there’s a respec facility that gives you the ability to tweak things if you happen to make a wrong decision early on. You’ll still be saddled with AI companions that you have zero control over however and their AI hasn’t really improved much in the years since the Technomancer. Crafting once again makes a return although it suffers from the same problems at it always has. Overall whilst the theme of “put everything in that the AAA guys do” is still very much prevalent in Greedfall at least this time it’s a lot better done making for a game that’s actually kind of fun to play.
Combat is still a very simplistic affair, being mostly focus on you whacking at enemies and dodging their more obvious telegraphed attacks whilst waiting for your abilities to come off cooldown. The game asks you what archetype you want to be at the start and, for a change, I decided to see what being a spellcaster would be like. To their credit this was actually quite a viable build although, unfortunately, it still meant that I’d spend about half of most combat encounters meleeing things as I waited for my mana to regen. However there were also times that I could completely wipe out an entire group with 2 spells, something which I sorely needed to do later in the game when I was over everything and just wanted to complete the story. I still have the feeling that going for the warrior tree might’ve been the smarter move overall as it seems all the good weapons and armor require you to invest in points that that tree makes use of. Having to split my points a bit between things to support my spellcasting whilst also wearing armour that wasn’t total shit was a bit of a pain, although it wasn’t too much of a drag for the last 5 or so hours of my playthrough.
Like most things in Greedfall though the combat gets extremely repetitve after not too long. The enemy variety is very low and doesn’t really change much throughout the game. This unfortunately means that the increased challenge usually comes from the game throwing more of those enemies at you or simply giving them a truckload more health and armour. This turns most fights into drawn out slugfests and with an unfortunate late of variety in spells and skills there’s not much to really keep you interested. To be sure I could’ve easily respecced between any of the 3 trees anytime I wanted to (you’ll pick up more than enough items to cover them all off) but I shouldn’t have to completely up-end my build just to keep things interesting. The games that Greedfall aspires to be (Dragonfall: Origins should I take a wild guess) managed to keep me interested without the need for me to change things up so I definitely feel like it’s a lack of time and/or resources on Spiders’ part here.
Pro-tip: there’s basically no reason to invest any points in crafting as there’s NPCs who can craft everything for you. Not only that but all crafting recipes are available to you right from the get-go so there’s really nothing else for you to do but to go and find the required mats. This is made incredibly easy by the fact that every time you travel you have to camp, which also brings with it a vendor who always has every crafting item in stock. It’s probably still worth picking up various mats along the way as you’ll sometimes need to craft something or use them to complete a quest but other than that you’re going to end up with a bunch of materials that you’re not going to have any use for. Thankfully they don’t weigh particularly much so you can still indulge in your packrat ways if you so wish. Once I’d found a good set of unique armour and an associated weapon I maxed out crafting to upgrade everything to the fullest and then respecced into something more useful right away. I think I ended up using that setup for over half the game.
Progression is a muddled affair as you’ll get skill points every level (and can even find “skill shrines” that give you additional points) but will only get attribute and talent points every so often. This means that if you find a sweet piece of armour that needs endurance 2 it’s not going to be 2 levels to use it, no more like 5+. Whilst this does mean that the early game is a bit of a balancing act to get the most out of the loot you have it ends up being a pretty big source of frustration later in the game. This is most apparent when all the good loot requires the higher tiers of attributes unlocked or not having a particular skill (like say vigor) levelled up enough means taking the very long way around something. Of course I totally get the idea that this is meant to make you specialise in something but given the loot isn’t particularly diverse it kind of means that non-warrior builds are less viable than their melee focused counter-parts. This is honestly par for the course with Spiders games though so I really shouldn’t be surprised.
There have been some major quality of life improvements over previous Spiders games like, finally, a fast travel system. Unfortunately this is tied up with a completely unnecessary (but mandatory) “camp” intermediate level which basically means you’ll always see 2 load screens unless you’re travelling within a current map. It would be so, so much better if you had the choice of camping or not as later in the game there’s really not a lot of reason to spend any time at camp. Other improvements include item comparison, so you can see if what you’re looking at is an upgrade, a useable map and a UI that isn’t complete garbage. It’s still probably about 5+ years behind what I’d call AAA but at the very least we’re streets ahead of what I’ve come to expect from this developer.
Of course the game is still riddled with issues, some of which may be due to their continued use of the Silk engine or perhaps just straight up lack of polish. Pathing is a major issue and you’ll routinely get cornered or stuck by NPCs or your companions alike although they’ll usually figure out you’re trying to get past them after a 30 seconds or so. There are missions in the game that are obviously related to each other but haven’t had alternative voice lines recorded from them so you’ll often have your character experiencing weird bouts of amnesia about things that they really should know about. Whilst the level of the jank in the combat is certainly decreased the same issues in Spiders’ previous games still exist, like spells or melee hits just straight up not connecting for no reason at all and enemies straight up ignoring terrain to get at you. A lot of these things can be patched out though and hopefully Spiders does invest some time between this game and the next on improving the overall experience.
The story is passable as it’s rather predictable but at least many of the characters are given time to develop and there appears to be a much richer world behind everything than previous Spiders’ games had. Even with that said though there were a good number of characters I was just straight up not interested in talking to, including 2 of the companions that are introduced much later in the game and as such feel like strangers in your tightly knit crew. I will admit that I played for much, much longer than I would have otherwise just because I wanted to see how everything panned out but even that became quite the chore towards the end. Overall it’s a vast improvement but there’s still a lot of room to grow here.
After 7 years of not really improving at all it’s heartening to see signs of life from the Spiders team. Whilst Greedfall is certainly still in B-grade territory it’s very, achingly close to tipping over to into A. There’s still tons of room for improvement here and a “less is more” approach could still help immensely in focusing more on what matters to the core game rather than trying to emulate what others deliver in the same kind of experience. Still I hope that the success that Spiders has found with Greedfall either gives them bigger budgets or allows them to attract more top tier talent as it’s clear there’s something going on there, they just need the right guidance and resources to make something truly AAA worthy.
Greedfall is available on PC, PlayStation 4 and XboxOne right now for $69.95. Game was played on the PC with a total of 22 hours play time and 51% of the achievements unlocked.
There are some games I play for all the wrong reasons. Sometimes it’s to reaffirm certain biases (although there have been titles that have changed my mind) but other times I just want to play something horrendous to remind me of how good some games are. Here enters the developer Spiders, a French developer who routinely puts out B-grade games that always aspire well beyond their station. Their two previous titles, Bound By Flame and Mars: War Logs, both tried ever so hard but failed in almost every account. The Technomancer, set in the same universe as Mars: War Logs, again aspires to be an AAA title but fails in such a delightfully horrible way.
You are Zachariah Mancer, a young cadet aspiring to join the ranks of your fellow Technomancers. Your quest begins as you are initiated fully into the rank of lieutenant by journeying to an old settlement dome with your master, Sean. There you learn of the secret that Technomancers have kept ever since their founding: your powers are born out of genetic engineering that caused mutations in your body. Such a secret would see all the Technomancers enslaved like the rest of the mutants are and you are sworn to keep the secret. However one colonels obssesion with learning the secret forces your hand, pitting you against the very corporation that has been your home since birth.
The Technomancer’s graphics are a generation behind in most aspects, lacking any of the graphical enhancements that many games of this generation now have as standard. The environments have a decent amount of detail in them but it’s all relatively low poly work. The lighting effects help to hide the more egregious faults but they aren’t enough to wash away that previous gen feel. Considering other games that use the same engine (like Unravel) seem to do a lot better in this department it does make you wonder just what modifications Spiders made to the engine and if it was really worth the development time.
The Technomancer is a mostly standard RPG affair; taking inspiration from other, better games in this genre and attempting to make its own special version of it. There’s 3 different fighting styles, each of which roughly equate to something from the RPG holy trinity. Each of them has a talent tree to match with an additional 4th talent tree for your Technomancy (read: electricity) spells. There’s also an additional 2 talent trees which are used for further character customization, focusing on what gear you can use and what ancillary abilities (like crafting) you have. There’s a mediocre crafting system which appears to be half done which coupled with the mediocre loot system makes for a repetitive and lacklustre gearing experience. You can also bring along 2 companions with you as well, each of which will mimic one of your fighting styles. Honestly there’s a surprising amount of stuff in The Technomancer but, unfortunately, that’s probably why it has so many issues.
Combat is unintuitive, confusing and worst of all unreliable. I can’t tell you how many times I’d appear to hit an enemy with my staff only to have it whiff through them completely without a hint of why. No damage meter saying “Miss!” or “Dodged!”, just the sound of my staff sailing through the air like it wasn’t touching anything. The combat is a half hearted attempt at recreating the Dark Souls system but unfortunately fails miserably. It doesn’t help that most of the stats appear to be totally meaningless, like when I had 140% disruption but still wouldn’t disrupt enemies when hitting them. Maybe there’s an explanation somewhere about how these stats work but they’re not explained in the game at all, not even in the stats spreadsheet that lists all these things off. So in the end you’re left to simply flip the coin at most encounters, hoping the RNG swings in you favour this time around.
Loot and crafting are similarly disappointing. The loot you’ll get will be all the same based mostly on which chapter you’re in although it seems that old areas have a high chance of yielding old loot when you revisit them. Strangely it seems like there was supposed to be more variety to this since there are some named items in the game but no where near enough to build a full character out of. Worst of all is the fact that you’ll be flooded with mats, most of which become entirely useless once you move up to the next level of crafting. Previous Spiders games allowed you to combine lower mats into higher ones, and indeed there’s text in the game that implies that this can be done, but there’s no way to do it. This wouldn’t be so bad if the system to sell the mats wasn’t so annoying to use, requiring a single click to increase the quantity you want to sell. This means that if you want to sell 200 mats, you’ll click 200 times.
Questing is also pretty unrewarding with nearly all the quests simply awarding XP and maybe some serum (cash). There are some multi-part quests which span chapters, something which you would think would lead to some awesome quest reward. Unfortunately that never happens which is a real disappointment, especially for the more involved side quests. This wouldn’t be so bad if there were amazing items that you could only buy from vendors but there aren’t and so you’re just left with a pile of serum and nothing else to show for it.
Worst of all is the endless retreading of ground you’ll do throughout the game. Sure you’ll visit new areas as the chapters roll on but the vast majority of the game takes place in the first town, Ophir. This wouldn’t be so bad if it wasn’t for the fact that enemies will respawn pretty much every time you traverse through there, necessitating a laborious 10 minute trudge to get to where you’re going every time you go there. There’s no fast travel system to speak of either, so once you’ve finished what you needed to do you’ll have to walk (and likely wade through respawned enemies, again) back to your rover to return home. I can understand that creating new levels is one of the most expensive things developers will have to do (something even legendary developer Bioware got raked over the coals for) but setting more than half the game in one area is just…boring.
As always I could forgive the majority of this game’s sins if the story was passable but, frankly, it’s not. Whilst it is interesting to see the world that was set up in Mars: War Logs continued in The Technomancer there’s just not much about it that is captivating. This is probably not helped by the fact the lines are delivered in a flat and lifeless way by pretty much all of the voice actors involved and the poor quality of the lip syncing with the character models.
Realistically all these issues are symptomatic of one thing: trying to do too much with not enough resources. All of the ideas that are implemented in The Technomancer are solid however their execution is sorely lacking. It smacks of a development team that simply didn’t have enough people or time to get the things done that they wanted to. With the average game completion hovering around 26 hours or so they could have easily cut it in half and still had a great length RPG on their hands. Instead however Spiders chose to try and pack as much in as they could and the overall quality of the game suffered as a result. Whilst this should be unsurprising (since this is kind of their thing) if Spiders ever wants to drag themselves out of the B-grade hell they’ve found themselves in they’re going to have to change the way in which they approach building games.
The Technomancer is another unfortunate swing and miss for Spiders, once again aspiring to the greatness that it never achieved. Whilst The Technomancer has all the trappings of an AAA RPG none of them are implemented well or fully, leaving the resulting experience feeling half-baked at best. To be sure though this is Spiders’ best effort to date but the mistakes that they’ve made before still seem to haunt them even to this day. I can really only recommend this if you’re as twisted as me and like playing a train wreck from time to time, just to remind you how good most games are these days.
The Technomancer is available on PC, Xbox One and PlayStation 4 right now for $45, $57 and $57 respectively. Game was played on the PC with 14 hours of total play time and 40% of the achievements unlocked.
The last couple months have been a little barren in terms of releases which, whilst it gives me some time to plunder the vast depths of the numerous indie releases, does leave me hungering for a more traditional type of experience. During my usual stumble through the new releases on Steam I happened to come across Bound by Flame, an action RPG that managed to impress me on its trailers alone. However it was hard to miss the rather damning Metacritic review score on the store page that indicated that this title was probably less than stellar. Still the short bits I had seen seemed to indicate that it was worth playing and so I sat myself down to see if I was right.
The world is under siege, a massive army of the undead shambling its way across the land and devastating everything in its path. Each battle with this terrible army, under the command of powerful magic wielders called Ice Lords, only serves to swell their ranks even further. There is not much hope for humanity however a group of scholars called the Red Scribes believes they have a way to turn the tide of the war. You are Vulcan, member of the Free Born Blades, a mercenary group who has been hired by the Red Scribes to protect them while they attempt to complete the ritual. However not everything goes as planned and suddenly you find yourself being far more involved in this conflict than you’d first anticipated.
Visually Bound by Flame has the look that many similar previous gen RPGs did with an extremely muted colour palette and somewhat simplistic looking graphics. The screenshots are a little misleading as on their own they look quite good but once you see everything in motion it becomes apparent what the limitations are. Indeed the whole thing feels like a fantasy version of Mars: War Logs, which shouldn’t be surprising considering it’s from the same developer, but this means that all the issues that plagued that game are present in Bound by Flame as well. Considering their close release dates I’m assuming that they didn’t have much time to take the lessons learned from their previous title and apply it to this one, which is rather unfortunate considering they seem like a studio who wants to make a decent game.
Bound by Flame is an action RPG at heart, taking the majority of the traditional mechanics and wrapping them up in a real time combat system in order to keep the pace up. All the usual elements you’d expect are there: levels, a skill tree system that you use to get new skills and improve old ones, various perks that can be unlocked, loot galore and a crafting system to augment items you’ll find. There’s a main story quest that will be your main way of progressing forward but there’s also a handful of side quests to do should you feel the need. You’ll also have a variety of party members to choose from, each with their own set of skills and story lines which you can pursue at your leisure.
The combat is reminiscent of Mars: War Logs as you’re just whacking on an enemy until they try to attack, at which point you’ve got to block or somehow get out of the way. Bound by Flame differs through the use of “stances” which are essentially different ways of doing combat. The warrior stance lets you use your 2 handed sword but stops you from being able to quickly dodge attacks. The ranger stance on the other hand is focused on quick attacks but the ability to parry incoming attacks is greatly reduced. Just like any RPG you’d better focus on one or the other as trying to mix the two will likely lead to a sub-par experience. There’s also the pyromancer abilities which are essentially augments to the other two as the game doesn’t seem to have the itemization to support someone being a full time mage.
Unfortunately the wild flails in difficulty that plagued Mars: War Logs remains in Bound by Flame meaning that you’ll likely struggle at the start of a section until you find an upgrade or two at which point the game becomes a breeze again. The bosses are also on a completely different difficulty scale to the rest of the encounters you’ll have meaning you’ll likely blow through most of your stash just to get past them. I understand the need for challenging the player, hell I’ve criticised games for not being able to do this, but the disjoint in difficulty isn’t a challenge to overcome, it’s poor game design. This is made all the more obvious by the final boss fight which is, in all honesty, an absolute travesty as unless you’ve built your character specifically for that fight you’ll likely be unable to do it without sinking an disproportional amount of time into it.
The crafting system seems well thought out on the surface however it only serves to highlight just how little differentiation there is between most items in Bound by Flame. In the beginning you’ll have to carefully choose your upgrades in order to get the maximum benefit however about half way through you’ll be drowning in materials, allowing you to get the best upgrade for each of your items. The game seems to hint at the idea that you should change your gear constantly to fit the situation but even if you do that you’ll still find yourself with more materials than you know what to do with. Honestly if they had a crafting system that let you make weapons and armour I think the amount of materials that drop would be justified. Maybe then I could craft myself a pair of boots (seriously, I had to buy an upgraded pair of boots in the second to last chapter because I never found any).
Bound by Flame is also riddled with bugs and strange quirks that mar the whole experience. I had several occasions where, if I dragged a NPC out of their normal roaming area, the enemies would flit between being invisible and invulnerable to being visible but disinterested in me. Other NPCs would sometimes inexplicably face the walls or get stuck on things which would incapacitate them. This is not to mention your party members AI which is beyond useless most of the time, even when you use the order commands to try and modify their behaviour. Reading over my Mars: War Logs review reveals that many of these issues were present in that game as well, something that Spiders needs to fix lest they be forever labelled as a B grade RPG developer.
I could forgive pretty much all of this if the story was passable however it’s not. The core idea is solid, you’ve got to choose between your humanity and power, but the execution is sorely lacking in character depth, motivation and just general coherency. Hell even the developers themselves can’t get it completely straight as I note several differences between the story on their main site and the one in the game. Worst still are the romances, if you can call them that, as many of them come down to just choosing one right dialog option at one point, rather than actually cultivating any kind of meaningful depth between the characters.
Bound by Flame continues Spiders’ unfortunate history of producing B grade RPGs, seemingly being unable to learn their past mistakes to make their future releases better. It has all the makings of a good RPG, the combat system works most of the time (despite it’s wild changes in difficulty), the levels are meaningful and the crafting system is halfway to being worthwhile. Still the story is well below mediocre and Bound by Flame has numerous glitches and behaviours that do nothing but ruin the experience. I’d love to say I’m looking forward to what they’re doing next but it seems that they have no interest in learning from their mistakes.
Go on Spiders, prove me wrong.
Bound by Flame is available on PC, PlayStation3, PlayStation4 and Xbox360 right now for $39.99, $79.95, $89.95 and $79.95 respectively. Total play time was 10 hours with 54% of the achievements unlocked.
Life on Earth evolved in a never ending battle to be the most well adapted species to its environment. Consequently it can be said that the life forms that evolved here on Earth are specialist biological machines with certain requirements that must be met in order for them to thrive. It then comes as no surprise that entire species can be wiped out by small changes to their environment as their specific adaptations no longer provide them the advantage that they require. However there’s one particular pressure that all life has evolved with that, at least for most life, will never change: gravity.
Many biological processes rely on gravity in order to function correctly and for the longest time it was thought that no life that evolved here on Earth could survive a zero/microgravity environment for long. Indeed medical doctors back on the Mercury program were very sure that the second their astronauts went into orbit their vision would blur, rendering them incapable of performing any tasks. The truth of the matter is whilst we’re designed to work well in our standard 1G environment our bodies can cope quite well with microgravity environments for extended periods of time, provided certain precautions are taken.
What’s truly fascinating to watch though is how other creatures function without the aide of a constant gravitic pull. Indeed quite a lot of science done aboard the International Space Station has been centred around studying these effects on varying levels of creatures and some have produced very interesting results. For example spiders sent up to the ISS don’t spin webs like their Earth bound relatives do, they instead weave what looks like a tangled mess all over their environment. It would seem that their sense of direction heavily relies on figuring out which was is down and absent that their webs lose their usual symmetry.
Other animal species seem to adapt rapidly to the loss of gravity’s unrelenting effects. Mummichogs, a type of small fish, appear to be quite hardy little creatures in microgravity environments. They suffer some initial confusion but after a short while they appear to be quite capable of swimming perfectly well in microgravity. Ants too seem to adapt rapidly to the loss of gravity with their nests taking on an almost surreal structure that is not like anything you’ll see on Earth. The habitat that NASA designed to take ants into space is also quite incredible being a clear blue gel that contains everything the ants need to survive both the trip up and life aboard the space station.
Incredibly some species appear to be better suited to microgravity than the regular 1G environment on Earth. C. Elegans, a type of unsegmented worm, not only adapted to life in space but showed a marked increase in life span over their earth bound cousins. The cause appears to be a down-regulation of certain genes associated with muscle ageing which in turn leads to a longer life. Whether the same genes could be down-regulated in humans is definitely an area for investigation but as everyone knows us humans are far more complicated beasts than the simple C. Elegan.
Indeed whilst muscle atrophy is one of the biggest problems facing astronauts who spend a long time in space there are several more concerns that also need to be addressed. Unlike the C. Elegan we humans have an internal skeleton and absent the effects of gravity it tends to deteriorate in much the same way as it does in bed ridden patients and people with osteoporosis. Additionally whilst the ISS is still within the protective magnetic field of Earth it’s still subject to much higher levels of radiation than what we get here on Earth which poses significant health risks over the long term. There’s also a whole swath of things that don’t quite work as intended (burping in microgravity is fraught with danger) which we’re still working on solutions for but suffice to say if we’re ever going to colonize space reproducing the effects of gravity is going to be one of the most critically required technologies.
It’s not often that we get the opportunity to effectively remove a unyielding constant and then study how much it influenced the development of life here on Earth. This is one of the reasons why space based research is so important, it gives us clues and insights into how dependent our biological processes are on certain key variables. Otherwise we’d figure that gravity was simply a requirement for life when now we know that life can survive, and even thrive, in its absence.