The E3 Titles I cared about, 2018 Edition!

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Well, well, well! Another year, another set of E3 press conferences with all those entail – cringe-worthy moments, EA sports segments making you seriously reconsider a membership amongst the living on this wonderful blue orb of ours and, occasionally, games which look just promising enough they might be worth putting a mortgage on my house.

If I had a house, that is.

The following post will go into all those games that caught my eye and, in a few cases, my imagination. There’ll be links to whatever trailers were released, so if you see anything unfamiliar, click the link and familiarize thyself!

Control looks gorgeous, seems to be a psychological thriller with more than a smidge of X-Files to it, a wonderful gun that makes everything explode in glory, and one hell of a trippy setting which shifts and generally defies the laws of physics.

There’s also what looks like telekinesis, with the protagonist throwing around pieces of the environment, much to the joy of all us fans of pure destructive chaos.

Kingdom Hearts 3 is finally coming on January 29 and I can’t begin to describe how excited I am about that. The second game, which was the first I played, meant the world to me at a time when I was lost and alone and I didn’t know how not to be.

I still don’t, sometimes. But Kingdom Hearts taught me lessons which helped ground me and it made me laugh and cry and it showed me hope. (It also made me talk like Xehanort but you gotta take the negatives with the positives, right?)

I don’t know how it did all that it did. I don’t need to know. But I can’t wait to see what Kingdom Hearts 3 will teach me, in its turn, a lifetime later.

Prey got a DLC with some very good ideas and it’s out now! It’s called Moonsomething and it’s got rogue-lite content, five characters, some additional features to be added in among which is an Evolve-ish 4v1 PvP mode, apparently? At any rate, it sounds like good fun, I reckon. It’s 20 euro, which is a bit more than I can afford, wot with Vampyr, Tales of 15 euro, and the small fortune I spend on sci-fi and fantasy books monthly. And besides, while the idea of that DLC excites me, I’m still happy with the 40 hours I spent with Prey earlier this year. Maybe next year.

Why do I care about Assassin’s Creed Odyssey? It’s probably the setting, might be that they’re finally going in a more RPG- style direction. I didn’t care about the one set in Ancient Egypt. Or about the dozen before it, perhaps with the exception of Unity which I still never bought. But this one looks nice enough. One thing, though–if you Ubisoft guys are going to be doing right by Ancient Greece, you might want to add some blood in your big-ass Spartan-on-Athenian battles, eh? Blood is good. Important. Comes out of people when you stab them. Not the same without it!

Kojima showed yet another Death Stranding trailer, which cleared up nothing while confusing everything. Seems like there’s plenty of walking around in gorgeous environments but the rest of the game still seems a murky, inexplicable void to me and most of the Internet. Not to say it’s not the sort of thing that piques my curiosity, gods, no! I’m just confused, and affected by my friend’s continued proclamations that Kojima is making a movie and dressing it up as a game…which, with that cast isn’t as unlikely as us lovers of games would like it to be, innit?

Ghosts of Tsushima! It’s another PS4 exclusive which looks gorgeous and if the gameplay actually looks the way the demo played, I might need some help picking teeth off the floor, since that’s how hard my jaw will hit it! Give me Mongol-killing samurai, and give them to me soon! Beautiful colours, stealth gameplay that looks like a lot of fun, where do I sign up?

The Last of Us II, twice as violent and bloody as its predecessor, with a lot of head-chopping and girl-on-girl romance. The animation of this one is a head-turner, too and ever since finally playing the PS4 remaster of the original last year, I’ve been hungry to get back and see how Joel and Ellie continue to deal with the good ol fun-pocalypse. The fun- is a stand-in for funghi!

Babylon’s Fall is a game developed by Platinum in collaboration with Square Enix. I know next to nothing about it but it’s Platinum and Square Enix, and so I am unreasonably cheery in my expectations! You must realize, this is unlike me–I hate to get hyped up for something without having a semblance of an idea as to its gameplay.

But you know what looks bloody brilliant, gameplay and all? Devil May Cry 5! Dope. So frikkin’ dope. Can’t wait for more excellent spectacle fightin’, this time with Nero! ( That was Nero, right?)

Dying Light 2’s narrative design is worked on by Chris Avellone! I never got to play the first game but now I have to, don’t I? Avellone hasn’t once disappointed me with any of his games and while it was pretty sad to read about what went down between him and his former employers/co-owners at Obsidian, his talent in crafting deeply engaging, morally gray and complex stories is well on record. Tyranny, my beloved KotoR 2, New Vegas and many, many more are but a part of his impressive catalogue.

Tunic looks cute and cuddly and I don’t mind seeing more of it! The piece of soundtrack used with the trailer also sounds quite good, doesn’t it?It’s foxes wielding one-handed weapons and shields, man, that’s where the money is. Ask anyone, they’ll tell ya.

Is that it? The stuff I’m excited about this E3?

Nope, two more!

Beyond Good and Evil 2!  Need I say more?

And the last one is coming rather soon…Marvel’s Spider-Man! The Sinister Six was announced, the combat looks like fun, it’s been years since I’ve gone swinging through the streets and skyline of New York and I am beyond excited to do it again! September really can’t get here soon enough now, can it?

There’s plenty of other games which look interesting enough but I either have some healthy scepticism around their developers/publishers or I just don’t know enough about their games.

 

Saturday Night Gaming: Talking about Narrative in a Life is Strange, Before the Storm Review

Oh, look! I’m going to talk about talking about games! Bit redundant, if you ask me, but I ain’t the one who decides what goes up on the blog, am I?

What do you mean I am? I-I am?

Welp. There goes that excuse.

Anyway, I’m hard at work at a video review for Before the Storm, the prequel to the excellent Life is Strange(2015), and I’ve been wondering whether the way I decided to go about making the video is right and proper.

How did I go about writing the video?

I spilled the beans about what happens during the game. Step by step, I do my best to present the thread of the story, along with my take on it, what impression major choices left me with, and the like.

I could’ve gone another direction — like most review sites, I could’ve chosen to keep mum about the details of the story, could’ve talked about how the general lack of fantastic elements and the time travel mechanic grounds the story in reality and whether that’s a good thing, or a bad one; I could’ve probably spent a good five-ten minutes on that, while keeping generally vague on any significant plot points.

The thing is, I want to talk about the story. With what the narrative does right, with that one topic it handles wrong. I want to give my viewers — all fourteen of them — concrete, honest thoughts.

That’ll probably eat in whatever tiny number of people would consider watching a 30+ minute video by a no one on YouTube, and that’s alright. I don’t make these videos to please anyone but myself.

If anyone ends up watching along the way — brilliant!

If not…That’s alright, too!

Thank you for reading. Before the Storm is brilliant, by the way, even if the post ended up being less about the game and more about my review-to-be about the game! Hope you’ll check it out when I post it on Monday! 

 

Saturday Night Gaming: Prey

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Back when I was a kid, and then a teenager, I hated games like Prey! Dead Space, Bioshock 1&2, a variety of others which saw a lone protagonist facing against horrifying and unknowable enemies, whether on a derelict starship or submerged leagues beneath the sea.

Hated is, perhaps, too strong a word. Feared, in truth, would work much better; I was a scaredy-cat when I was a kid, due to an unfortunate accident that had much to do with a movie adaptation of Stephen King’s Dreamcatcher — as average a movie as any, but a seven year old’s mind can turn silly, horrible special effects into the stuff of nightmares.

After that experience and another one a year later, it was easy to ignore horror films and games with a lot of jump scares; so it was when I got over Prey’s beautiful intro that I knew, the Filip from six-seven years back would’ve stayed as far away from Prey as he could throw the physical copy of the game (that younger Filip hated digital distribution; whether due to distrust, or some other reason, I couldn’t tell you).

I’m very happy to have grown out of that fear, for Prey deserves to be played and replayed, and replayed some more!

You take on the shoes of Doctor Morgan Yu(the gender of the good doctor is your choice), as you find yourself missing a three year-sized chunk of memories. If that wasn’t enough, you’re also on the space station Talos I, which orbits the moon in the year 2035. It’s…not looking too great, with corpses littering the ground and strange alien lifeforms running around, turning into cups, trying to chew your face and what-have-you. It’s all terribly confusing, as the last thing you remember was preparing to leave for that same space station, after some cajoling from your older brother, Alex Yu, in 2032.

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Alex is the CEO of TranStar, a mega corporation whose public face is the Yu family (mum and pop, as well as big bro and –yey — you!). The biggest hit of the company is the so-called Neuromod; the device changes the neural pathway of its user, allowing them to gain a new skill ranging from learning languages, to lengthening the life span, as well as a variety of other skills. As you might imagine, they’re something of a luxury, with only the richest and most influential on Earth able to purchase them.

Thankfully, Neuromods a plenty, since you’ll need a lot of help if you’re to stand so much as a chance of getting alive. Then again, a friendly robot who seems to have all but stolen your voice — your personal assistant January does the talking, instead of you — is asking you to blow up the station, for the sake of all of humanity down on Earth.

The choices are many, both in how you go about your exploration of the space station, and in how you deal with the decisions the story throws in your face. I won’t spoil now, nor will  I go in an in-depth discussion about the bits of the game that made my mind go boom, then blank, then boom again — but I have to say, it’s an excellent game that deserves a lot more attention than it got, both for its narrative and its varied gameplay.

It was made by the excellent Arkane, which stand behind the Dishonored franchise (although, to be fair, there are two studios that wear the Arkane name, one in Lyon (Dishonored 2), the other in Austin, Texas (Prey) ) and it does feel like Dishonored in space, in some ways. The best ways.

What a brilliant gem of 2017, a year that’s given us a ludicrous number of excellent games!

P.S. Thy Typhon were downright scary for the first five-six hours I spent playing, and that’s the greatest thing! Enemies who spook you as you squish them into fine jelly with a wrench or turn them into statues with your trusty GLOO gun are the best.

The best.

 

Ah, how I’ve missed writing one of those! Next week, Horizon: Zero Dawn. Probably. Alloy is the best.
Morgan Yu ain’t half bad, though, trust you me!

 

 

Total War WARHAMMER 2: 60 Turns of High Elven Intrigue!

One thing has become painfully clear in the 8 hours I spent fooling around in Total Warhammer 2 — High Elves…are wankers.

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The world around them is going through a cataclysm; the Great Vortex, a nexus of arcane magic created to siphon off Chaos energies, is assaulted on all sides; Dark Elves, or Druchii, are sprawling towards Ulthuan like brooding ants over honey; the Gods only know what Skaven and Lizardmen are up to; and what do your fellow High Elven princes do?

They go straight back to backstabbing you, without a care in the world. Not even when an army of Chaos pops up in the middle of a ritual to stabilize the Vortex does anyone lift a finger to stop them! What gives, fellow High Elven rulers?!

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The backstabbing nature of my fellow High Elves aside, I can’t describe how pleased I am with the work put into this sequel; nevertheless, I will make an ill-fated attempt to do just so.

Warhammer 2 manages to create a world that feels far larger than that of the first game, partially because of the sheer size of the four new continents and partially because of the supporting part that all of the original game’s races play. Sixty turns, and I’ve already had my closest ally attacked by Norsca tribesmen and human pirates(who use the Empire’s faction presets), I’ve made contact with several other human factions, and I’ve even met a particularly nasty triad of undead specimen, quite unwilling to grab a chat. All of that, and more, in such a short span of time; if I wanted to compare this to the last time I played a campaign in Total Warhammer…I recall bashing ork skulls with dwarven hammers not for sixty, but for a hundred and twenty turns!

With the Vortex now a joint objective for all four newly minted races, there’s an active push towards a much more tightly focused experience; where domination nearly always ends up a bore with a clear victor going through the motions near game’s end, the Vortex adds a level of tension that, I suspect, will keep you on your toes until the very end. Gathering artefacts to perform large-scale magical rituals comes with the need for greater structure in terms of objective-led thinking, as well as timing; you can’t let yourself waste sixty turns jostling with the neighbor over the state of grass; else you might just end up like me!

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I can’t speak for the other factions’ unique racial traits — although I plan to — but I applaud the Intrigue mechanic, which is unique to those cleanly shaven chaps. It doesn’t just involve manipulating different factions’ relationships behind the scenes; no, Intrigue goes one step further, allowing you to recruit better Lords and Heroes, to solve the myriad events that pop up every few turns, and more…perhaps. Sixty turns will only give you so much.

Diplomacy is the same as in the first game, however; I found it wanting there and I am sad to report, Creative Assembly hasn’t done anything to improve this static bit of design; there are a dozen different commodities you can gain through trade, for examples, but other than increasing your gold per turn in terms of trade agreements, they do absolutely nothing. Wine should give a bonus to public order; salt should offer some additional bonus to the towns/province in which it’s produced; just so with all the other resources.

You could make the case that Intrigue adds to diplomatic relations, but it’s difficult to praise something that only affects one race as a positive for the entire game.

But enough! Eight hours can only offer so much, and I do not wish to misrepresent a game that has brought me sixty turns of exciting experiences in a brand new world, and some would say — with good reason — a better one.

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Thank you for reading! If you enjoyed this quick run-down of my experiences with Total War: Warhammer 2, let me know; there’s more to come! 

 

Saturday Night Gaming: A Review of Wolfenstein: The New Order!

I made a little here review of 2014’s Wolfenstein: The New Order. You can click here to go straight to YouTube, or check it out below.

I had a lot of fun writing the script, editing the footage and audio; I even used Adobe After Effects for the first time, to make the fun tiny intro at the very beginning. Some of the humor’s a bit off, but I’ll keep working on my timing and on the whole process!

 

Saturday Night Gaming: Dishonored 2

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Before you decide how to play Dishonored 2, you have a choice to make: The carrot, or the stick?

Will you choose to play as a deadly assassin, unnoticed and quick with his blade, or a merciful ghost that always moves in the shadows, unseen by any? Perhaps you’d like, rather, to strut into a room, take your blade out and cut guard after guard down with excellent swordwork and dark magic. It’s a choice you make every time you begin another level; hell, every time you enter into a new room.

Sure, it’s best to decide what your playstyle is going to be early on, and build your character’s skill set to best complement your style. I say ‘your character,’ since, as you probably know, you are free to choose between Dishonored 1 protagonist Corvo Atano, and his daughter, Empress Emily Kaldwin.

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Both characters bring unique powers to the mixture, allowing for a lot of replayability in terms of tools used to achieve the objective of taking back the throne. Yeah, you lose your throne to Delilah, Empress Jessamine’s sister, at the very beginning of the game. What a shocker.

That was a bit of a lore tangent–I have to be careful about those, since I always lean towards talking about lore, when I am trying to pay attention to mechanics, and how they allow you to craft your own story.

The Emily you play as a cold, almost bloodthirsty killer is a world away from the one that is ghosting through the levels without ending anyone’s life. Still more different is my Emily, who, try as she might not to kill, occasionally ends up pressed against the wall and will find herself forced to put someone down in the heat of the moment. The dialogue, the flavor texts and the cinematics don’t account for the difference between the ‘ghost’ style of playing, and my own–they’re both dubbed ‘low chaos’ — but they are different, none the less.

That’s what Arkane Studios, the game developer, has managed to do so well–it has recreated the freedom of choice that it brought on the table with Dishonored, and has gone one step further. The choice in characters certainly helps add another dimension to the fun, murder-y business that this little sandbox offers.

The powers at Emily’s fingertips are a great addition — she can summon a rift to the Void that hypnotizes a number of enemies, and can either continue on her way, cut a few throats, or let her opponents have a little nap. She can also link enemies, forcing the faith of one upon them all; as well as pull objects and bodies–living or dead; depending on how much Runes you decide to invest into your ability tree, you can get some pretty awesome upgrades to the base abilities.

Exploration will take you hours, which you will not regret spending…most of the time. Some bonecharms are rather…underwhelming. With the bonecharm crafting mechanics in place, though, that’s not all that worrisome; all you need do is ‘disenchant’ them for their special properties and build anew. The more you invest into that skill, the better the charms; and you can actually help along your play style by making relics which enhance your speed, endurance and so on.

The technical issues I’ve faced are still annoying, despite the game coming out a year ago. Performance has been much improved, certainly but there’s a lot to be desired in that particular aspect. I wish more could be done, but it is what it is, and with that much time having passed since release, I doubt that we’ll see another fix.

I have every intention of putting a video of a bunch more of my thoughts in a couple of weeks. And after…perhaps I’ll tackle Death of the Outsider, the expansion that just came out, on September 15th.

 

 

 

 

Saturday Night Gaming: Gigantic

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There’s a particular masochism when it comes to playing hero brawlers (or MOBAs, or Dota-style games, if you prefer). They’re a time sink and a colossal addiction for anyone who enjoys multiplayer games. Nothing as sweet as dominating the enemy alongside your friends, that’s for certain.

Gigantic is a magnificent game with some interesting background–the developers ran out of money at one point and the team was supposed to stop working; but the day after they got the memo, they all showed up and kept on the good work.

The result?

Gigantic spent some time on the Microsoft store–i.e. in Purgatory–where it didn’t get too much traction…since next to no one uses that platform for games, so badly is it optimized. Some streamers began picking it up, though, directly from the site. As is prone to happen with good games, people will eventually notice.

Streamers did, and so did their audiences…and more recently, it came to Steam. Since then, it’s only grown exponentially. The fact that you can buy all characters that have come out, that will ever come out, for only $30, certainly makes a sweet offer.

Now that backstory is out of the way, let’s go into the specifics of this colorful action game.

The way Gigantic looks speaks of cohesive vision–fluid, beautiful art direction is reflected both in map and character design, as well as in the way attacks and abilities are animated.

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Not too many characters are available to choose from, right now; about two dozen but they’re all distinctly different. They come with unique skill kits and fall into the roles of tanks, melee and ranged damage dealers and utility characters–mostly healers. I have only played five characters, and four of them were ranged; when you play with a ranged character, Gigantic feels like a cross-breed between FPS games such as Overwatch and skillshots like the ones you might be familiar with if you ever played Smite.

There are no mobs you kill for gold and experience, nor are there items to customize your chosen character; what there is, instead, is a comprehensive talent tree to choose from, when upgrading your abilities. Two levels of upgrades per each ability which makes for a nice amount of combinations and variety in what your character does.

It’s fast-paced and skill-based, this colorful little game; and I don’t mean the skills your characters have, but the ones you have. I’ve only played for several hours, buy experience in the genres which Gigantic successfully brings into one has proven to be of great use–I’ve murdered more two-legged cows with badly textured nipples than I can count with Mozu, a strange humanoid mouse-like wand-thief. Have a picture of her below:

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A real beauty, and a wicked shot, too!

The game mode is unique; you basically kill other players and the enemy’s creatures on the map in order to power up your guardian until he overpowers the enemy’s, and then you pound upon that enemy until you wound him. Wound him three times, and he dies. You win. Great job!

You get 10 points when you kill an enemy or a miniature creature on the map, twenty when you kill its upgraded variation, and twenty for energy orbs, which are orbs that help you gather Focus. Focus helps you upgrade buildings and use your ultimate ability; depending on the character, those can be pretty damn impressive.

This system doesn’t dilute personal accountability; rather, it enhances it. When you die, you allow your enemy to progress towards victory. Another tenth of the bar that allows them the opportunity to wound your guardian. The more cautious, the more attentive you are–the harder it will be for the enemy team to catch you unawares and tear you a new one. And trust me when I say this, paying attention to your surroundings and your hp and stamina bars is of the utmost import. The better you are, the greater your team’s odds of winning.

Truly, Gigantic is a wonderful experience that feels both familiar and new; much more than just a new coat of paint over reiterated design features that’ve been done over and over again. I’m absolutely charmed with this self-titled “Strategic Hero Shooter”, and can’t wait to see how it develops further.

P.S.A minor gripe– the game is locked at 60 fps, which is…unfortunate. Not for me, but for people with 120hz monitors and preference for hundreds of frames per second, it’s certain to leave a bad taste  It also requires a minimum of 6 Gigabytes of RAM; if you’ve got less, I’m sorry to say–you’re very much out of luck.

At any rate, thank you for reading! It’s been fun, writing this up! See you again next time.

Friday Round-Up: Lovecraftian Horrors on Mars, James Damore AMA,

Moons of Madness looks like fun, doesn’t it? Granted, fun is a relative concept; for me, fun can easily be described as a “Lovecraftian horror game set on Mars,” which also attempts to explore mental health issues in a mature way…while being a hard sci-fi space simulator. Is developer RockPocket Games biting off more than they can chew? I sure hope not!
I don’t actually like horror games, note. It’s been a horribly long time since I’ve even played one!

Moving onto a  somewhat politically charged topic…Remember James Damore, that Google Engineer who got fired for writing a critical document about diversity Google’s ideological echo chamber? He gave an AMA, and it was interesting. I haven’t personally had the time to read the document in its entirety, although I did check out its beginning, and it didn’t sound sexist; rather, it seemed to be going for a calm, rational discussion. I can’t speak for the entirety of its contents, obviously, but the entire debacle around Damore makes for an important case study: Should someone be fired for his differing political and social views, if these make some of his coworkers feel like they’re working in a…violent working environment, was it?
My personal views–this kind of speech shouldn’t be punished. It’s not hateful, or bigoted; it doesn’t call for hurting a portion of the populace. That’s part of the reason why I was so surprised to see the amount of backlash online and on Google.
The AMA is worth a read, at any rate.

Back to gaming, and other news!

Dead in Vinland is coming next year, and I find its graphic style and turn-based survival to be curious enough to keep an eye out in the coming months before its release. You can never have enough hand-drawn games to play, can you?
Apparently it’s based on the core gameplay loop of a game called Dead in Bermuda, with which I have no experience what-so-ever. Perhaps I ought to check it out and write a little something about it.

Book Depository is great, if you-like me- are in a country where shipping costs LOADS OF MONEY! Free shipping is great, and the waiting time (12 days, or 8 business days, in my case, with another two days of preparing the package) is entirely manageable.
I’m very happy to finally have a place from which to buy novels and graphic novels and art books that are insanely difficult to procure in Eastern Europe.

I like Total War: Warhammer, don’t you? It’s a great strategy with a fair amount of flaws but a whole lot of awesomeness going for it. At any rate, its sequel is coming soon, and the last core race of the game was announced a few days ago.
It’s rats, people. Rats.
If you don’t know anything about the Skaven, you might like to read this. I did, and came away from this particular feature more interested in playing with ratpeople than I was before!
The Total War: Warhammer II features I’m most excited about are the additions to the early game– exploration plays a much wider part of the game than it did before, and I imagine it’ll add a whole new dimension to our list of reasons for murdering enemy armies!

I’ve been enjoying James Latimer’s blog. His Hidden Gems are like my Thursday Book Recommendations…only better. You should check his latest post; it’s about Villains by Necessity, which I’m pretty damn excited to read thanks to Latimer’s very post.

StarCraft: Remastered is out, and I don’t have time to play it, and I blame my university for it. Who the hell needs Economic Policy, anyway?

The Hugo Awards were…awarded, as often happens with awards, and I have read none of the winners! I’ll go ahead and remedy that, if you don’t mind. Meanwhile, click here to see the authors and pieces of writing that took an award home this year.

 

Those’re some of the bits and pieces that grabbed my attention this last week, I hope you’ll find them interesting! At any rate, hope to see you around next time!

 

Saturday Night Gaming: The Shrouded Isle

Have you ever dreamt of being the head cultist and spiritual leader of a small post-apocalyptic village, working to awaken your great patron-god, Chernobog? Was your dream colored in Lovecraftian greens?

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Did it look something like that?

No? You’ve no clue what I’m talking about? Well, I can’t say I blame you.

This is the Shrouded Isle, a game with this exact premise. It’s a bit more complex than picking a villager and ending their life; each one has minor or major virtues and vices, which affect you in positive and negative ways, respectfully. Each run of the game is broken up in 12 seasons–it takes place during 3 years– during which you have to sacrifice 12 of your fellow villagers.

The villagers, there’s thirty of them, and none come from the most distinct genetic material; each is a member of one of five families, whose primarchs control some different suppression apparatus — the Iosefka family is in charge of the fervor in the village by building monuments and spreading the holy word of Chernobog’s imminent return, the Kegnni make sure that your villagers remain proper and ignorant, and so on and so forth.

It’s a game about information, and acting upon it. During each season, you’ve got three months to vote on the activities your cultists make. While you’ve got five councilors — one from each esteemed family on your shrouded isle — you can pick to work on one to three of your councilors’ activities each month; the more the activities worked on, the lesser are the returns for you. It’s a perfectly logical system that allows you to discover more about your villagers’ vices and virtues at only a small cost.

Vices and virtues are also found out by inquiries, of which you will get some, as long as you’re in good standing with the different houses; it’s always difficult to decide whom to use your first couple of inquiries, on account of knowing virtually nothing other than some cursory flavor text, give n to you by the house leaders whenever you scroll over the members of the family.

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Villagers and the five attributes of the entire village–Ignorance, Fervor, Discipline, Penitence and Obedience–are not the only ones you have to be on the lookout for; each house also has an approval rating that raises when you continually vote for their advisers, and falls whenever you ignore them. Approval also plummets whenever you decide to sacrifice someone; particularly if you have no proof, or even an idea, of an advisor’s transgressions.

‘This might all seem like a lot to follow, and I did have some difficulty making sense of it all during my first game; which is why one of the families quickly rose in revolt, and did me in, thus ending playthrough #01. That said, once I began all over again, it made sense and, in less than two hours, I stood above the precipice, awakening good old ‘bog and watching him as he stretched those holy wings of his.

The Shrouded Isle is all about revealing information one month at a time, and using that information to the fullest. There’s no overarching storyline, when one really could’ve worked quite well.The art-style is good but minimalist, and there are about…eight screens in the game overall, with an additional three-four cutscenes.

It’s entertaining for what it is…but I’m not certain that it’s worth the price tag of 10 euro. That has to be its biggest weakness; the Isle simply doesn’t have enough content. After my two and a half hours, I have absolutely no desire to go back and replay it in its current form; if the developers introduce a content-focused patch, perhaps I will.

The Shrouded Isle is an interesting experiment that’s built around a cool concept, strong aesthetics and ambiance, but hobbled by lack of variety and lacking a cohesive story.

Should you play it? Only you could say that, and I hope to have provided all the tools necessary to help with your decision. Happy Gaming!

PS: I know there are different endings–but I didn’t feel curious enough to spend another few hours unlocking them.

 

 

Friday Round-Up, 11/08/2017: Pyre, Shadow of War, Dark Legacy

Welcome to the Friday Round-Up, where I post links to the most interesting articles and videos I’ve discovered over the past week. You just might find something that catches your eye!

This series is inspired by the Sunday Papers on gaming site Rock, Paper, Shotgun which will probably feature often enough in the Round-Up, on account of RPS being my favorite site for news, reviews and impressions…and having a generally awesome staff of writers.

Let’s hit it off!

  • the Fantasy Subreddit had a great appreciation thread of author Barbara Hamby; her works were unknown to me but anyone who writes “a score of subgenres, from dark epic fantasy to espionage vampire fantasy” is very much my cup of tea and — if you’re following this blog or love fantasy– might be of interest to you, as well. The thread takes an in-depth look at some of her best-known works, and you should absolutely check it out.
  • Middle-Earth: Shadow of War, the oncoming sequel to the excellent Shadow of Mordor, announced and detailed microtransactions in its single-player content–the only content that matters, really–and the Internet went mad. Some people like the idea of having the option to hasten progression in single-player games…I don’t. I recall when cheat codes and all those goodies were free. The world was a better, warmer place.
    Apparently, it’s for people who want to skip the sandbox bits of the game…which are the most attractive bits, to be sure.

    Shadow of War players will have the option to purchase Loot Chests containing random items, War Chests with random followers, and XP boosts, developers Monolith Productions explained in Friday’s announcement. These will be sold for ‘Mirian’, the regular imaginary in-game currency earned by playing, as well as for ‘Gold’, a microtransaction currency which is awarded “in small amounts” at certain milestones through the game but can also be bought with real cash money.

    You’d think that publishers would have learned the lessons from Dead Space 3, but it appears not! As Alice O’Connor of RPS so aptly put it:”Ugh, who would want to do any of that? I’m only in this to meet the sexy spider.”

  • I discovered a month-old Star Wars fan-film, called Dark Legacy, and it is very good. I’m not sure about the lightsaber effects some of the time, but the use of light, voiceover and just about everything else is steeped into the unique atmosphere of a galaxy far, far away. It’s ten minutes long, and bound to entertain any fan.
  •  I finally got around to reading a Rolling Stone article about Greg Kasavin, the creative director and writer for Supergiant Games–the studio behind Bastion, Transistor and, most recently, Pyre.
    Pyre is excellent and unlike its predecessors, but far from the only topic covered in Rolling Stone’s article.

    “We don’t believe you can create a game on a whiteboard,” says Gavin Simon. Instead, Supergiant uses conversation, playtesting, and iteration in place of rigid planning sessions. One person may lead the implementation of a game’s art or music, but the studio relies on one another to ensure the project as a whole is moving in the right direction. The process works. As unique as the studio’s games may be, they’re also remarkably cohesive.

    “I don’t know what exactly produces our creativity chemistry,” Rao says. “[At] times I don’t even want to know because I just like what we do and I like how it feels to make games together.” He calls the longstanding relationships between team members “the bedrock of Supergiant.”

    I don’t know about you, but to me this sounds like the dream working atmosphere. Kasavin’s personal story, furthermore, is an absolute inspiration to me, and for good reason.

  • Belzebubs is a thing, and I love it to death.
  • The Internet went mad over Artifact, Valve’s first new game since Dota 2 came out in 2013. It’s a Trading Card Game. Valve’s really listening to its base, aren’t they?
    It’s funny, though — Valve’s not really a gaming company anymore, not the way it used to be. With Steam being King of the Hill when it comes to gaming platforms, their interests are focused where the stacks of money come from.
    If Artifact offers real-money markets for cards — well, that’d be interesting, from an economic point of view. Other than that, only time will tell if the game’s worth anything at all.

And that’s where I’ll cut this list short! Hope you found some of these bits and pieces interesting — I certainly did!