You know, I’ve really missed driving games. I spent a great deal of my youth in seminal titles Gran Turismo and the early Need for Speeds, even playing some of the more esoteric titles like the very first cel shaded game I ever played Auto Modellista. Later on I’d spend countless hours with my mates playing Need for Speed Underground, spending most of the time customising our rides before spending what time we had left together racing or trying to beat each other’s drift scores. The want to go back is definitely still there, heck I was staring down buying a racing wheel for far too long recently, but I just haven’t dived fully back in yet. So dipping my toes back in with something that notionally straddled the “driving” genre with one I’ve gravitated more heavily to over the past few years seems like a good middle ground to start off with. Cloudpunk is that game and there’s certainly a lot to love here, from the unique visuals to the simple pleasure of simply driving around the surprisingly large world, the open world tropes that have made their way into the game really detract from the game’s solid core.
You are Rania, a young woman from the Eastern Peninsula who’s moved to the big floating city of Nivalis to escape the debt corps who chased you out of home. You’ve taken a job with a delivery called Cloudpunk; their business? Simple: they’ll deliver a package from A to B for you without any questions asked and they’ll do it faster than anyone else can. This is your first night on the job and it becomes clear that life in the city is nothing like where you come from and just making it through this first night is going to be a challenge in and of itself. You don’t have much time to think about that however as Control tells you that you have a delivery and it’s time to get to work.
I honestly can’t remember the last time I played a voxel based game (quick search shows it was over 5 years ago, The Deer God) so it was refreshing to see agame go back to this art style. Given that you spend a great deal of the game zoomed out though it’s easy to forget that it’s essentially 3D pixel art that you’re looking at, especially given the incredible amount of detail that the developers have packed into the game. Truly the game’s scale is really impressive, especially with the amount of diversity there is in the various details (like different levels having different styles befitting their status). Of course when you do get to zoom in close the extreme lack of detail in things becomes abundantly clear, like just how few blocks make up the majority of the items on screen. Still though it’s the best looking voxel game I’ve seen to date so hats off to the art team behind this.
As the opening plot summary would indicate this is basically a game of fetch quests, sending you between two points with the usual array of challenges mixed in. It is an open world game though, allowing you pretty much free reign of the entire game right from the get go. Exploration is encouraged and rewarded too as you’ll find tons of items, side quests and other tidbits of plot or worldbuilding scattered around everywhere. Thankfully everything is helpfully displayed on your map too, ensuring that if you want to go item hunting you won’t be spending a lot of time trying to discern one clump of voxels from another. There’s also some market mechanics although they’re never explained, but should you want to make a bucket of lims you could do trade runs once you find some arbitrage to exploit. Finally there’s a whole host of cosmetic upgrades for your character and apartment although they have absolutely no impact on the game whatsoever. All said and done there’s quite a bit to unpack in Cloudpunk and for those who simply love driving around and exploring I’m sure this is a game that’d give you quite good value for your money.
The main campaign ticks over at a steady pace throughout game, which you’re most welcome to ditch at any particular point (save for a few specific missions) to go off and do other things that interest you. All of the side missions are self-contained as well and don’t have any bearing on how the main campaign plays out. Your choices in the main campaign will have an effect on the story and the world however, although in all honesty I don’t think you can really move the needle too much in one way or the other.
After a while though the monotony does start to set in however as you’re often sent from one side of the map to the other only to find out that you’ll have to switch to another level and then traverse that to get to your destination. This wouldn’t be so bad if the driving was a bit tighter, or at the very least had upgrade options that’d make it a lot more enjoyable. To be sure there are upgrades but most of the handling ones didn’t seem to make much of a difference. I can understand that it’s part of the game’s design, hover cars after all probably wouldn’t drive like they’re on rails, but when the main thing you’ll be doing for more than half the game isn’t particularly enjoyable perhaps it’s worth looking at sacrificing authenticity for enjoyment.
It’d also help if the upgrades were somewhat rewarding but they’re honestly not. I was pretty excited to see that there was a retro console upgrade and retro game cartridges as collectible items. Figuring that I’d put 2 and 2 together and get something cool, maybe even an achievement, I bought the upgrade. Trouble is I couldn’t tell you where in my apartment it was nor could I interact with it at all. This goes for basically all the upgrades which are simply just more voxels for your PC to render. The clothing upgrades for your character are worse still, some of them just being basic colour changes. It feels as if the game was built with a reason for you to need a truckload of lims but never got around to implementing it fully. So instead we just have what amounts to cosmetics in a single player game, not particularly worth it if you ask me.
There’s also a few items which could use some fine tuning. The physics engine sometimes gets real confused when you bump into another car and shoots you directly upward as far as you’re allowed to go. This would be an edge case issue if the hitboxes for the cars weren’t quite a bit bigger than the models themselves, making unintended bumps and skyward punts more common than you’d expect. It would also be nice to have a way to upgrade your walk speed (for the record I did try the caffeine drink, whatever it was, and it seemed to make Rania run faster but I couldn’t tell you if she really did) as walking back through the same area for the 5th time does get a bit laborious and it’d be nice to be able to rush through them. Apart from those small issues though the game is basically fault free.
The story is kind of middling although it does have a great cast of characters that are given enough screen time to build them out substantially. In the beginning it is a bit much to have everyone you meet vomit their life story at you but after a while they do start to build together into an expansive world which is quite intriguing. However the story told within that just doesn’t really hit the mark and the emotional highs it tries to put forward feel unearned. The ending is also sub-par, taking the end-o-tron 3000 approach after spending most of its time trying to impress upon you the gravity of the choices you’ve been making. I’d definitely play a sequel if the devs choose to revisit this world, though.
Cloudpunk crams a lot into one place with vast voxel environments for you to explore from the comfort of your trusty hover car. There’s been a lot of care and attention paid to the visual experience and they’ve really managed to capture that dystopian, cyberpunk future feel. However the actual gameplay is very middle of the road, with the repetitive nature of the core game loop, unrewarding progression mechanisms and so-so story making for an experience that’s good, but not great. If all you’re looking for is an excuse to drive through a neon-soaked futuristic dystopia then I don’t think there’s many better alternatives around right now.
Cloudpunk is available on PC, PlayStation 4, Xbox One and Nintendo Switch right now for $28.95. Game was played on the PC with 7 hours of total playtime and 63% of the achievements unlocked.
Trawling through the weekly releases can be something of an eye opener. There’s often a bevy of shovelware titles on there that I’m sure no one is proud of, a few early access titles that are looking to cash in on their promise and, if I’m lucky, a few titles that look like they’re worth playing. However every so often there’s a new concept in there that just stands out because of how out of left field it is and whilst most of them languish in Early Access a few of them have crossed the barrier into full release, allowing me to play them. The Deer God from Crescent Moon Games was one such title as its curious concept plus intriguing art style piqued my curiosity.
You are a hunter, or at least you were not too long ago. The Deer God has punished you for the crimes you have committed against its kind, trapping you inside the body of the young fawn you killed and set you forth on a quest to make reparations. There are many challenges before you and should you ever want to return to your human form you will have to best them all. How you go about this is your decision though: do you retain that callous hunter attitude and kill anything that stands in your way? Or has the transformation changed you, making you want to improve upon yourself and the world you live in? Only you can answer these questions, dear hunter.
The Deer God is a clever mix of pixelart and voxel stylings resulting in an interesting 2.5D landscape. Everything takes place in the one plane, which can be a little hard to discern visually when you first start out, however the landscape flows past you giving you the impression that the world is much larger than what the camera is showing you. All the environments are procedurally generated although it’s clear that there are numerous tiles that are used since the scenery tends to repeat several patterns over and over. There’s also dynamic weather effects for some regions and a day/night cycle, which helps to break up the repetition a little bit. The resulting world is visually impressive however, especially for some scenes like when you’re galloping across an open field while the sun is going down.
Mechanically The Deer God is a side scrolling platformer in which all the levels are procedurally generated. You’ll spend the majority of your time going from the left side to the right side of the screen, jumping over obstacles and head butting enemies into submission. Every so often you’ll be faced with a puzzle which, depending on how far you’ve progressed in the story or power tree, you may or may not be able to complete. However thanks to the procedural nature you’ll eventually come across that puzzle again in the near future, meaning that you’re never really stuck at a point where you can’t progress. There’s also a ton of optional things you can do to get items and powers which can help you later in the game. If that isn’t enough there’s also a whole host of achievements that’s sure to keep most completionists busy long after the initial game runs its course. Suffice to say that The Deer God’s asking price is likely well worth it for the hardcore platformers out there.
For the most part the platforming is pretty basic thanks almost entirely to the procedural generation. Once you’ve been through a biome a couple times you get a feel for which tile you’re currently in and what series of jumps you need to complete to get passed it. Sure, there are variations in the monsters and whatnot, but it’s not enough to make you pause and think about how you need to tackle the jump each time. Indeed most of my deaths resulted from me fat fingering the keys, rather than the challenge being too hard to overcome. This might have been different if the enemies couldn’t all be defeated by jumping over their attack and then hitting them but only the bosses provide any real variety combat wise. The powers do add a bit of fun into the mix, especially the dark ones, but the limited nature of their use means that you can’t go out of control with them.
Whilst The Deer God might be out of Early Access now it’s still shaking off some of its beta nature with a few of the puzzles still glitched as can be seen by a quick jaunt to the game’s Steam discussion page. Most of these have work arounds so it won’t stop you from finishing the game, however sometimes you can find yourself on a bugged puzzle for a frustratingly long time before you remember to check the discussion page to make sure you’re not barking up the wrong tree. There’s also some things I’m not sure are bugs or not, like if you fall into lava you respawn in the lava rather than back at some safe place. Thankfully the devs seem pretty active on the forums so its likely that most of these bugs will get ironed out sooner or later, but I’d still keep the forums open in the background just in case.
The story has some potential however it’s not developed at all. Most of the characters have only a few lines of dialogue and they’re really only there to facilitate the game moving forward rather than building up the world you’re in. It’s somewhat forgivable given the procedural nature of the game, allowing the player to create their own narrative within the world, however you can see there’s aspirations of it being something a little more than that, its just not realised. Considering the relatively short time between The Deer God’s KickStarter and its subsequent full release there was obviously sacrifices that needed to be made and it seems that the story was likely the first on the chopping block.
The Deer God is an interesting concept, taking the nostalgic pixelart styling in a new direction and combining it with procedural platforming resulting in a curious game. The procedural worlds are done brilliantly with all the ambient effects coming together well to produce some visually impressive set pieces. The core gameplay is rather repetitive and predictable after a short time and whilst the puzzles break it up a bit towards the end there’s simply not enough there to break up the monotony. Credit where credit is due though for The Deer God getting out of Early Access as quickly as it did, even if it came with some rough edges. Overall I quite enjoyed my experience with The Deer God and am definitely looking forward to more titles from Crescent Moon Games.
The Deer God is available on PC right now for $14.99. Total play time was 3.7 hours with 37% of the achievements unlocked.