Iron Harvest is a classic-RTS game by King Art Games that has just launched an Open Beta. I was quite enamored by the diesel-punk idea and of course a game that could be the spiritual successor to the greatest RTS of all time, Company of Heroes. Only you know, with big stompy retro-mechs. What’s not to love.
Games come in all forms, and narrative led titles take on their own various guises. A modern title which combined roguelike elements with a healthy dose of narrative was Sunless Seas and follow up Sunless Skies. One of the lead writers on those titles was Richard Cobbett who is now busy working on Nighthawks, a narrative led vampire RPG which was successfully Kickstarted in 2018. …
I’m a massive fan of the Dishonored games from Arkane Lyon, with both titles appearing my Year in Games lists, and I can’t hide my disappointment that Dishonored 2 didn’t do the numbers to allow for another entry, with the series currently “resting”. Fortunately Arkane Lyon haven’t been resting, and are moving forwards with DEATHLOOP coming this holiday season for PlayStation 5 and PC. For me, DEATHLOOP was the highlight of Sony’s big PlayStation 5 unveiling, read on to find out why. …
If you weren’t into mobile gaming back in the first decade of the 2000’s, you might not have heard of the Revival games. Inspired by the Civilization series, they aimed to bring the 4X genre to the Symbian powered phones of that era before a period of dormancy. Now, the Revival name is back with HeroCraft targeting a public test later this year for Revival: Recolonization. …
As I look back through my drafts from last year during some time away from the day job, I realise that I haven’t written about Adventure in Aellion which I saw at EGX. As I catch myself up with the progress the devs have made in recent months, I was pleasantly surprised to see that they deep in planning for Early Access, and are also offering members of their Discord channel a chance to try out an even earlier version of the game.
But what is Adventure in Aellion? Coming from The Game Producion Company, comprising Luke O’Donoghue and Elliott Dodsworth, Aellion can best be described as a Zelda-like with drop-in drop-out multiplayer. After playing Aellion at EGX, I asked Luke about his inspiration for starting work on the game:
we were sat there thinking about why you can’t play Zelda multiplayer…we’re going for an older style Zelda mixed with Jak and Dax adventure. The main feature is the easy drop-in drop-out multiplayer, local and online.
I saw some of this drop-in and drop-out multiplayer action at EGX. I started the demo on my lonesome, quickly jumping on a horse and exploring the countryside…but in the opposite direction of the dungeon that was playable during the demo. After getting myself back on track, I was joined a companion as I neared the dungeon, from where we tried to work our way through the variety of puzzles on offer.
The puzzles were well crafted, offering a welcome mix of straightforward box manoeuvring to climb to different levels along with others which required more patience and logic to solve. Despite not communicating with my random partner, nothing was too difficult to prevent progress being made. Lone rangers should have no fears as the core experience will work for solo players as well, with Luke telling me:
the main story itself, which will cover 9 dungeons, will all be playable single player. We will have some special side-story quests and puzzles that will require multiplayer, but we wanted the story to be completed single player which was an important factor when we were designing the dungeons.
Luke revealed that the dungeon on show at EGX was taking players 30-60 minutes to work through based on their experience with similar games. Further dungeons are expected to take closer to an hour, even for experienced gamers, to complete. The final dungeon (complete with requisite boss) is expected to be a 90 minute encounter, although won’t necessarily be the most complex dungeon in the game.
You will be able to, in theory, head straight to the final dungeon from the very start of the game if you were feeling brave enough. By doing that though you will be missing out on the six distinct semi-open world areas. In the EGX demo I travelled through a handful of farms and small villages, testament to the idea that a large open world without stuff to do isn’t much fun. It means Luke and Elliott are focusing on developing a well populated world to explore and get stuck into, rather than a massive but sparsely populated lan.
Judging by the discussions in Discord, the team are making good progress already this year, with updates to their Discord community build expected to drop more regularly than before. Of course, if Discord isn’t your cup of tea, you can follow the game on Steam and wait for the Early Access release.
You might have figured out by now that I’m a huge rally fan. I’ve written about my journey to find a worthy rally game, I’ve been out in the forests of North Wales a couple of times to see the cars fly past, an experience which nearly undermined my initial enjoyment of GRID. It turned out that EGX this year came only a couple of weeks after the Welsh round of the World Rally Championship, and when I arrived at the ExCeL in London town, I was still in full rally fandom.
It all meant that while wandering the indie section, I was immediately seized by a need to check out art of rally. There was a lengthy queue at the stall, which I later found out from creator Dune Casu was likely thanks to his work on Absolute Drift which I remember hearing positive things about some time ago.
art of rally is described on the official site as a “stylized rally experience”, something which seemed quite apt once I got a chance between the crowds to play it. My first experience of this isometric racer was on a fast tarmac stage in Sardinia which ended up with my car against the trees more often than not. As Dune told me:
It’s not the easiest type of game, but for those who play racing and rally games they are pretty into it and seem to be getting along with it.
That’s very much true as my next attempt was on a lovely gravel stage in Finland, and with a car not quite over lethal as the Group B Audi Quattro alike that I drove on Sardinia. A more sedate 60s styled Lancia was my choice, and it proved to be much more welcoming. I still dumped the car off the track a couple of times, but was able to get around in one piece.
Dune explained that while career mode covers the “classical age of rally, so 60s through to 90s…the goal isn’t to win everything but to go through tracks and enjoy them.” I’m so happy to see indies getting into the rallying scene, and the concept of enjoying the action rather than feeling you have to win is music to my ears.
Those who are more competitive will be pleased to know that there will be daily and weekly challenges, compete with online leaderboards, but I’m going to be more than content to tootle casually around the various locales and soak up the atmosphere.
You can find out more on art of rally on the official site or follow Dune on Twitter. Did I mention that music is fantastic? No, well it is. art of rally will be out next year and can’t come soon enough.
Noita (the Finnish word for witch) is an early access rogue-lite with an emphasis on every pixel being simulated. That’s right, every single pixel in the game has physical properties and can be affected by the player in one way or another. Explosions gouge chunks out of caves and yourself, fire burns down anything organic including any wood you’re standing on and yourself, water fills up all the little crevices and drowns you if you’re not careful and many enemies have the same abilities. Indeed traversing your way through Noita can be as precarious and treacherous as fighting the enemies that dwell in it’s caves.
Combat and exploration come with a magical flavour, as you move around the underground landscape with what is essentially the power of a recharging jet pack. The game also adopts the no hands held approach which works well in generating a sense of exploration and a reasonable learning curve although I admit I did take a peek at the wiki a few times.
Weapons come in the form of wands and throwable flasks, each with their own properties and statistics. In the case of wands, the statistics of any given wand are permanent but they also come with spell slots and interchangeable spells attatched to them. Wands are plentiful at the start of Noita and this makes for some interesting experimentation as you try different combinations and find out a combat style that suits you. Flasks are equally as interesting and can teleport, polymorph, increase damage, burn, slow and many more things.
As you progress through Noita you find yourself passing through many different biomes, at the end of these biomes you are offered the chance to rest as you pass through a gateway chamber of sorts. You are able to replenish all spells, heal and are offered a choice of three upgrades of which you can only choose one. There are over fifty different types of upgrades currently in Noita and combining this with the different types of biomes and enemies gives the game a nice amount of replayability.
Noita may currently be in Early Access but even taking a quick look at the wiki shows the amount of content it has already is impressive. Developers Nolla Games reckon that Noita will be in development for a year before it’s full release. I’m looking forward to see how the game evolves during this time.