reuspic

Reus, [Abbey Games] Review

By Tom Hooper aka Atomp

God games have been noticeably absent in recent years. As with most other smaller genres that saw themselves at the fringes of the gaming market, god games are taking advantage of the new and different environment that now exists in the gaming world. The deluge of awful AAA games and console ports and the maturing of digital distribution has led to the renaissance of the independent game, as has been seen countless times within these very reviews. This is a fantastic step as now almost any gaming avenue can be explored leading to cool and innovative projects, which leads nicely onto Reus. Developed by Abbey Games, Reus is a 2D god game where the player instructs four sub-deities into modifying the environment to help or hinder the growth and development of human societies that settle.

The gameplay follows the logic of using four sub-deities each assigned to a different biome type to control and manipulate the environment. Based upon rock, water, forest and swamp these are used to initially plant biomes onto the surface of the 2-dimensional surface of the circle that makes up your planet. Then they can use abilities to plant or place plants, animals or geological elements within the biomes spawned. These elements produce either gold, food, research or natura when placed within the boundaries of settlements.  All sub-deities can plant or place any of their environment elements into any biome and the form that they take will alter accordingly. Once placed these environmental elements can be further altered or I suppose levelled up by getting the sub-deities to alter them with aspects, for example an exotic element spawn naturally produces gold when placed within a settlement radius, given an additional exotic aspect from the rock sub-deity will allow the changing of the animal up to a different form and more gold, or use a different type and it will produce more gold or food or research. In addition these elements can also interact with each other, for example a herd animal type placed within radius of a food plant type may yield higher overall food production. Built upon this core of environment manipulation is the human management aspects, settlements will spring up in adequately furnished biomes and will each embark upon projects that are fitting of the environment they find themselves. These projects will likely require the restructuring of the environment elements within the settlement’s borders in order to satisfy the construction demands and upon completion will provide an ambassador from the village who can be given to a sub-deity in order to unlock abilities and aspects according to their village of origin. This is a rather simplified and initial explanation of the basic mechanics of the game and even then it lacks any discussion of strategy, this game may be 2D but never assume a lack of depth.

The macro elements of the gameplay revolve around ‘ages’ of varying lengths, although anything above 30 minutes must be unlocked via the completion of achievements. The macro element of the game is where I personally have some gripes as the 30 minute time limit for what is essentially a round feels somewhat restrictive and whilst an unlimited time free form mode is available any achievements gained will not count towards progression. The result of this is a requirement to experiment within freeform and then test strategies in order to use them to gain achievements and unlock further points in the game which is fairly reasonable until the strategies don’t work which is a problem that I came up against fairly regularly at which point the half hour passes with no achievements and therefore no progress. This gets a little frustrating and the part of me that enjoys the metaphorical long-game find that cut off somewhat intrusive. The solution to my dilemma would probably be to not suck so bad when experimenting or to resort to the wiki method, which in this case is actually linked to within the game. That’s a really nice touch and could well be the (slightly cheaty) way out of the rut of non-progression.

The aesthetic is 2D with a bold and colourful cartoony style, which is appealing to look at and unfailingly appears crisp. This crispness is afforded to the game by well implemented scaling which is quite reminiscent of the pleasant scaling provided by SVG graphic files. As such the game will look great regardless of screen size and resolution although it absolutely shines at higher resolutions on larger monitors. The 2D graphics deceive the player and onlookers as to the level of complexity within the game, a very pretty box which apparently contains immensely more than immediately apparent. Currently this game is providing me with something of a breath of fresh air against the intricately built, high fidelity yet grimey tunnel scenes of Metro Last Light. In short; it looks great but is still much more than just a pretty picture.

The sound and music are appropriate for the title and whilst the music didn’t stand out as being particularly ear-buttery it was good quality and non-intrusive, which is probably what you want from the music. The attention to detail mirrors the graphical style, with touches like conversations and other typically village-like noises audible close up and nice heavy stompy sounds for the sub-deity movements, once again mirrored in the appearance.

The game is currently available on Windows however the developer has promised that Mac and Linux ports are their current priority. This seems like an interesting choice on the part of the developer as some fans may not appreciate the lack of a simultaneous cross-platform launch, however from a business point of view the hype and funds from initial sales will be useful in getting the ports made and sold. I’m guessing that the lack of initial cross-platform release may have been more down to the developers being unfamiliar with the platforms and their promise of ports seems genuine enough, so if you want to play this on Linux or Mac you should hopefully get the chance soon. The system requirements are not really very scary; the minimum spec on Steam is listed as Core2 Duo with 2GB memory and DX10 compatibility which is something of a low-mid machine nowadays, so probably doable for even the budget gamer.

The game is available first and foremost from its home page via the Humble Store, which as ever is probably the best option unless you have an interest in maintaining a virtual library elsewhere. With that said the game is also available from GOG, Desura, Gamersgate, GMG, Gameload and Steam, with the last three either providing Steam keys or being, well, Steam. Although currently on sale on Steam among other places, the DRM free option may be worth the extra few cents, however that’s down to you. The base price on the home page is $9.99 (approx  £6.59), with the discounted Steam price at $9.54 (approx £6.29) and other discounted prices at a similar level.

In conclusion Reus is a game that surprised me out of the box with complexity that I just wasn’t expecting and a progression system that I’m still getting used to. The gameplay is fun and the building of winning strategies through experimentation or through wiki hunting is rewarding (when it works). It may not be for everyone, however if you’ve had even the least bit of fun with god games before or you feel that you might then this is certainly worth checking out.

Game Page (Humble Store, Steam Key)

Steam

GOG.com

Gamersgate (Steam Key)

Desura

GMG (Steam Key)

Gameload (Steam Key)

About these ads
BrowserFun

Browser Fun – The good thing about Facebook/Social games

We’ve all seen the bad reviews and bad rep surrounding Facebook Games, most of us have even experienced it for ourselves, but still I find myself playing them. Not all of them, mind you, but some of them. I tried to figure out why, and here’s what I found out about the games I play there.

It doesn’t require friend harassment

The games I found myself playing are those that don’t require friends to progress. Some of them give you the option, but there are ways to play your way forward. For example, the one I found myself playing most is Peak Games Lost Jewels, where you have to unlock the next stage every 10 levels. You can do this by either paying for it, getting 3 friends to help you or by replaying old levels until you collect enough “orbs” (you can get up to 3 orbs per level).

It doesn’t require real money to unlock power-ups

Most of the games I’m playing offers alternative ways to pay for your power-ups, such as gems or coins you can collect in the game. Some power-ups that are particularly powerful (I don’t wanna use the word gamebreaking, but yeah…) often costs RL money, but the regular ones can often be obtained through grinding levels over and over and through daily sign-in bonuses.

Quick to play, quick to quit

If I want to play an action game, a RPG or anything else that requires a lot of time and planning, I have a rather powerful computer and a library of over 500 games from the last decade, however if I have 5-10 minutes over and had a stressful day, it’s not always the best thing to start up a teeth-grinding FPS. Those moments come often for me, at the end of a lunch break, between work and work (yes, I work with several things) or before bed when I need to relax. The games I find myself playing are those that you can just load up and start playing right away and that you can quit at any time without loosing anything.

A RPG I used to play, which was my introduction to Social Gaming from back in the days before Zynga and Facebook Credits, required you to always micromanage your base and your creatures and punished you for leaving in the middle of it or not coming back every day by making you weaker. I played that a lot and got to quite a high level, but if I was to return today, a year after I completely stopped playing it, I would basically be back at square 1. However, many other games don’t punish you like that, puzzle games and similar will often save your progress indefinitely and at the most you will lose one “life” if you stop playing mid-game.

That takes a lot of the stress out of the game and even if the game is based on quick responses, it works greatly for relaxing.

What if I don’t want to be harassed by others requests?

One of the main grievances about Facebook games is the constant flow of requests that keeps popping up from your friends. You probably don’t want to play all those games, at least not at the same time. Most, if not all Facebook games have certain limits that makes it impossible to play for an extended time, be it life counters, actions that takes time or resource gathering that takes time, but they all have this constraint. Those who like the games often play several games, so they can switch whenever they cannot do anything in one game due to these built-in limitations. The limits are there on social games to make you come back and to prolong the game, not just as a devious scheme, but also to give the other players time to react and so you don’t get bored too quickly.

If you are getting a high number of requests from a particular game you have no interest in, you can use one of two ways to deal with this:

Ask the friend who sends the request to stop

By far the easiest way, but many don’t dare to do this in fear of jeopardizing the relationship. If the relationship would be altered in any way by you asking this person not to annoy you, then I would ask if you truly are friends in the first place, but that aside, just asking never hurts. It might even get this friend to ask permission from everyone this person is sending requests to.

Add the game to your ignore list

This is a technical solution using Facebooks built-in ignore system. Next time you get a request from the game you don’t like, instead of clicking on it, go to your application center (it’s in the same area on the left-hand sidebar as the games) and click on Pending Requests. Next to the name of the game is a down-facing arrow. Click this and you’ll get some options, one of them is “Ignore all requests from…”. Clicking this will ignore all future requests from this game, at least until you start playing the game yourself.

kairo

AtomP Reviews – Kairo, [Richard Perrin]

By Tom Hooper aka Atomp

 

Kairo is a first person exploration and puzzle game where the player will progress through a series of puzzles planted within varied architectural constructions of awe inspiring construction.

 

The gameplay itself revolves around interacting with the environment mostly through pushing or standing due to the lack of an interact key binding. This is an interesting move and I’m guessing it was done to avoid the inherently ‘gamey’ nature of “Press E to Interact”, in which it succeeds as the interactions feel fluid and natural. Not only this but I feel that this element of game design assists in portraying the nature of the ancient and alien technologies at play within the game world, for example the first interaction is pushing a stone throne back along a track into position by physically walking against it. The feeling of pushing this mechanical piece combined with the sound of stone against stone creates a feeling of fluid and natural interaction far in excess of that provided by “Press E to Push”.

 

This is really the essence of interaction and the rest of the gameplay is focused around exploring the environments and solving a variety of puzzles. Many of the puzzles have a hub mechanism with multiple puzzles required to unlock further progress, this is a good move as it avoids the risk of linearity and provides the player with a choice if a certain puzzle temporarily stumps them. The puzzles themselves are generally contained within a certain room (although often that word does not do the architecture justice as I will discuss later) although as mentioned they can combine to provide a larger solution to a hub area. These are done well and as a player you aren’t going to be confronted with Myst-like ambiguity in the puzzles, this isn’t going to be a pull-lever-and-unknown-changes-happen-somewhere situation. Continue reading

Screenshot of Far Cry 3: Blood Dragon

AtomP Reviews – Far Cry 3: Blood Dragon [Ubisoft]

By Tom Hooper aka Atomp

When April 1st comes around and Ubisoft use the date to announced a standalone expansion to FC3 (Far Cry 3) set in a 1980’s vision of 2007 it’s somewhat difficult to know how seriously to take it. In this case it turns out it should be taken pretty seriously, the news that is, the game should not be taken seriously at all.

First of all it’s worth pointing out that this is most certainly an offshoot of the original FC3, it shares the same engine, combat and great deal of base assets. This is not necessarily a bad thing as the combat in FC3 was between great and fantastic depending on your play style. The story of Blood Dragon actually addresses the problems with the FC3 story, which was apparently written with an underlying layer of irony which unfortunately is a little too underlying in that it wasn’t entirely engaging. Blood Dragon on the other hand has a plot that is entirely unapologetic as to its own absurdity. Attempt at underlying irony has been replaced with a homage to a variety of 80’s movies, Jason Brody has been replaced with Cyber-commando Sergeant Rex Power Colt and the antagonist is no longer a shady businessman in illegal goods but instead rogue elite Colonel Ike Sloan heading Omega Force in a plan to to destroy the world (even more).

Lets focus a little on Sergeant Rex Power Colt; first off he’s voiced by Michael Biehn which is a massive deal. This is Sergeant Kyle Reese of Terminator, Corporal Dwain Hicks of Aliens, Lieutenant Hiram Coffey of The Abyss… what more could you possibly want from a voice actor playing Sergeant Rex Power Colt in a 1980’s vision of the distant future of 2007?! The character himself has a cyborg arm and eye closely resembling the exposed robotics of the T-800 in the Terminator series and a character built to be the cheesiest action hero possible, complete with frankly astounding one-liners. In FC3 there was always a very distinct chasm between Jason Brody as a story character and the actions of the player as Jason Brody, the body count, weapons proficiency and general bad-assery were always brought crashing down by the whiny Jason in the story sections. This may have been an intentional divide but in effect all it did was break immersion by tearing away the role-playing aspect as soon as one of the awful story missions came up. This is where I bring Blood Dragon and Sergeant Rex Power Colt into the equation, because the good Sergeant is actually a bona fide, genuine, one-hundred percent bad-ass. What happens when you’re playing like a boss, silently-yet-violently tearing through a base takeover using nothing but (neon) knife and (neon) bow and Sergeant Rex Power Colt decides to speak up… he throws in a perfectly timed and situationally appropriate one-liner. The advantage of having the player play like a bad-ass whilst playing as a bad-ass protagonist is that they complement each other perfectly. This is the protagonist that the Far Cry 3 combat engine was yearning for and it is so very very well done. Continue reading

Man Week Title Card

Man Week AtomP Reviews: Euro Truck Simulator 2, [SCS Software]

By Tom Hooper aka Atomp

As a part of this weeks theme I figured I would go for something a little more discreetly masculine, however it is not necessarily so and can be as gender neutral as your willingness to accept or reject social norms entails. (With the amount of debate over the state of gender depiction in the computer game industry at the moment I’ll leave that there.) Today’s particular game will be SCS Software’s Euro Truck Simulator 2, the direct sequel of ETS1 however also an indirect inheritor of the studios various other titles. Now, stop! I ask that you take that initial impression that you got when you saw that it was a simulator and put that on hold for the time being, because it’ll be important that the sometimes shaky implementations of other simulators aren’t unfairly brought against ETS2. With that said you may also be considering why you would be interested in such a seemingly niche game, to which i say once again, put that thought on hold.

Released by SCS Software in October 2012, Euro Truck Sim 2 is the sequel to SCS Software’s 2009 Euro Truck Sim. These are not the only titles SCS Software has created within this genre as others such as German Truck Simulator, Trucks and Trailers and the officially licensed Scania Truck Simulator show that this studio has a significant level of experience in this field. If there is any studio that could pull of a great truck sim based upon past releases alone, SCS Software would be it. The game includes fully licensed brands for the vast majority of the manufacturers available and you can be sure a company would unlikely give the go-ahead on that if they felt that the software didn’t accurately display their product.

Euro Truck Simulator 2

Continue reading

boomftl

AtomP Reviews: FTL: Faster Than Light [Subset Games]

By Tom Hooper aka Atomp

Once again I’m reviewing an oldish game, and once again it’s indie and once again it’s a rogue-like, I’m not sure if you’re seeing the same pattern as I’m seeing. In defense of how late this review is, FTL has proven to be a major pre-cursor of things to come, from crowd-funding to Steam Early Access and as such it’s an interesting case study of how things have changed in the last 18 months.

Ultimately the selling point of FTL is its blending of rogue-like randomness and perma-death with being a starship captain. That second bit is really the important part, as characters such as Han Solo and Mal Reynolds have created this fantastic image of the rogue starship captain that pulls their heap of junk yet much beloved starship through impossible trials against the odds. Who doesn’t want to at least pretend to be that!? That’s not to say that starships haven’t been done, far from it in fact as Elite and the numerous descendents of the genre have shown, massive universes and awesome trading and fighting opportunities have been in games for a long time. This is also true of the larger scale as simulations of capital ships exist normally peaking in a 4x strategy. These games don’t quite fit the bill, the Elite-likes focus too much on the piloting; too micro and the capital ship and up focus too greatly on the macro. FTL however fills a pleasant niche between the two, seeing the sensation of crew management and being captain fulfilled very nicely, in FTL the captain actually delegates and its all the better for it. Continue reading

Warframe

SEAM – WARFRAME

Welcome to another rendition of Steam Eearly Access with Morphman (SEAM for short). This time we’ll look at a futuristic cyberpunk game that recently hit Open Beta (open for anyone to join to test the game for bugs and give suggestions).

Warframe sends you to a future version of our solar system. When it is, who you are and why you are there is all clouded, you don’t need to know such things. You are awaken from your cryosleep with no memories at all by your superiors. You are Tenno, an elite soldier in the war against the superiors enemies. You are wielding the Warframe, an exoskeleton that enhances you beyond the laws of physics, and you are excelling in the art of guns and swords, holding no preference over the other. All you know about your past is what your superiors tell you, you are of Orokin origin, an ancient race of Earth, masters of technology and gene-splicing and your world has been taken over by the enemies of your masters, the foul Grineer, the mechanical proto-human Corpus and the vile Infested. Continue reading

Dishonored Feature

Dishonored, [Arkane Studios] Review

By Tom Hooper aka Atomp

This review is fairly late in terms of the original release of October 2012 however the recent release of new Knife of Dunwall DLC has brought me back to it. Whilst I haven’t yet played the DLC through thoroughly enough to review it, I have played the original a great deal.

Dishonored is a first person stealth action game set in the alternate reality Victorian-era city of Dunwall, itself set in a rich and detailed game world. Dunwall is placed on the isle of Gristol and is the capital of the Empire of Isles; which consists of Gristol, Serkonos, Morley and Tyvia. Beyond the Empire lies the somewhat exoticised Pandyssian Continent, an Africa analogue. Whilst the game takes place within this world the player is limited to acting within Dunwall however the vast detail and lore on the game world is astounding and allows an immeasurable sense of immersion through flavour texts and the like scattered throughout the levels. The use of Tyvian wine for example or books covering the history of the Empire give the player a real sense of being a part of this immense world. The recent history of the Empire shows a massive move towards the whaling industry as discoveries in the field of Natural Philosophy uncovered immensely useful properties for the whale oil once refined. I will leave the background there in terms of the story because it is so much more interesting when uncovered naturally. If you play this game take your time to read everything and immerse yourself fully into the world because there is a great deal to be discovered.

Continue reading

snapshot2

Don’t Starve, [Klei Entertainment] (P)review

By Tom Hooper aka Atomp

Today I’m returning to my somewhat recurring unforgiving-survival-games theme with Klei Entertainment’s Don’t Starve. This is a currently in beta 2.5D wilderness survival game with liberal sprinklings of science, magic and a hefty dose of character. As is your standard for survival games it’s necessary to explore, collect and craft your way into reasonable comfort and then fight to maintain the very same. On top of this is the rogue-like/survival hardcore brutality of significant progress loss on death.

The core to your survival is the satisfaction of three meters; health, hunger and sanity. Different items and foodstuffs prepared in different ways will all affect these three in some manner, be it skipping through the wilderness picking flowers to improve sanity, eating a grilled rabbit to satiate hunger or using a healing salve for your health. This is pretty normal stuff in survival games, even the sanity meter has analogues in other games (Project Zomboid for example, a game that I still need to write about), however Don’t Starve does the whole thing very well. The lack of a manual or hand-holding or warnings means that eating something unknown could very well be the end of you on that particular attempt. There is also a large variety of different consumables which can be gathered, acquired and processed through a variety of different techniques and equipment. For example roasted berries are the possibly the simplest, created using just a handful of berries and a campfire. However to survive on roasted berries would take considerable effort as the regrowth rate on the bushes is slow, the bushes themselves spread thin and the eventual cooked product being inefficient. The game world provides solutions to these problems in some form or the other, although you may starve before finding them the first time. Continue reading

Torchlight 2

AtomP Review: Torchlight 2 [Runic Games]

By Tom Hooper aka Atomp

Torchlight 2 has been around for awhile now, however the recent release of a fairly important patch has inspired me to review the experience. Torchlight 2 is an Action RPG in a style similar to Diablo 2 and the sequel to Runic’s original Torchlight from 2009 with some significant additions and changes. The glaring elephant in this room is of course Diablo 3; a supposed competitor, a game destroyed by ActiBlizz and their always-online RMAH rubbish. I have little concern for anything ActiBlizz, especially when the company is in full ‘cash-cow’ mode and therefore this will be the last you hear of Diablo 3 in this review.

The original Torchlight was a fantastic ARPG with a simple but attractive art style and addictive gameplay however it had pitfalls: The longevity of the game was limited as the main story could be completed relatively quickly and a good class might take 30 or so hours to level. This doesn’t sound too restrictive as there were three classes to play, however the limited variety of enemies and environments means that by that 30 hour point you’ve seen everything countless times. Torchlight was also single player only, which isn’t inherently a bad move but in the context of its Diablo 2 inspiration represented a fairly glaring feature omission. Despite these problems Torchlight still remained a very enjoyable experience and considering what I paid for it, my 37 hours were absolutely fantastic value. Continue reading