“The planetary policy was clear. An absolute quarantine was guaranteed by apocalyptic levels of radiation. The empty dark corridors stand motionless, abandoned. The installations sealed.”
Doom 64 took me by surprise. Growing up I never owned a Nintendo 64 (I was a PlayStation kid), so for years I operated under the belief that no such conversion of id’s classic first-person shooter had made its way onto Nintendo’s console. By the time I learned of its existence, my interest was best described as “indifferent”. I just casually assumed it was Doom all over again, not caring to dig any deeper into Midway Games’ title.
“We plan to give people a sense of freedom and a prosperous world. In practical, historical terms, that’s about as good as it gets.”
There’s really nothing all that cool about cyberpunk visions of the future. They are dystopian nightmares of relentless technological progress at the expense of the human condition and the accumulation of vast wealth by a small, unaccountable few as billions live in squalor. It’s hell, and we can say that with even greater confidence than the genre’s pioneers: we’re living it now.
Crown Trick is an easy to learn, hard to master turn-based rogue-like with a great presentation and tough but enjoyable combat. It fits into the rogue-like mould with a few standard elements; random encounters, enemies, weapons and dungeon layout but also does enough to make it stand out amongst the wave of rogue-likes that have been releasing on PC recently. In the game you play as Elle, a young girl who finds herself trapped in the realm of Nightmares and with the help of a magic crown, has to stop those responsible for keeping her there.
A few months ago I reacquired my boxed copy of IO Interactive’s Freedom Fighters, which had been languishing at my mother’s for close to a decade. The game had a huge impact on me back in 2003 (inspiring the game idea that eventually became A Place in the West, which is a Half-Life comic I write for) and I longed to revisit it. Unfortunately, but also predictably, Freedom Fighters was no longer compatible with my machine.
So it was something of a delight when IO unexpectedly dropped the game on digital stores last week. I had a bunch of other titles lined up to play, but I just couldn’t stop myself from diving back in to see if the game I’d fell so in love with as a kid was just as I remembered it.
For the most part the answer is a pretty decisive “yes”.
As Far As The Eye (AFATE) is a procedurally generated strategy and survival game based on a hexed map in which you build, gather resources and achieve set objectives before moving onto the next area and eventaully to the center of the map and final objective ‘The Eye’.
Set during World War II, Partisans 1941* has you controlling Alexey Zorin, a member of the Red Army who escaped from a German prison camp as he builds his band of Partisans and fights back against the German occupation of Russia. The game mixes ideas from a number of genres but primarily consists of real-time strategy, stealth and basic resource and base management.
BPM: Bullets Per Minute is described as a rhythm-action FPS rogue-like. I wasn’t quite sure what that meant at first either so let me explain.
If you’ve played any rogue-likes before you will be familiar with the randomness of each attempt to get to the final boss. Each try contains a different dungeon layout. Within that random layout each room contains a random assortment of enemies, shops, chests, stat and ability and health pickups, level modifiers and secrets, of which there are quite a few. On top of that is the rhythm-action mechanics meaning you can only shoot in time with the music and Awe Interactive have provided a great rock soundtrack which brings the whole game together quite nicely.
Here I was alone on my spaceship. Minding my own business. Basking in the bliss of eternal solitude, when all of a sudden I noticed a distress signal coming from a nearby ship ‘The Alabaster’. I took one look down at my control panel and decided “not today my friend”. I turned off incoming transmissions and slowly continued on, not knowing where I was going or what I was doing. Free from responsibility and game mechanics…
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.
SUPERHOT On Oculus Quest – My First Experience With VR
It was great fun. That’s it, no introduction needed. I’m going straight for the jugular on this one! Despite previously being somewhat of a skeptic on anything VR related, I also believe in a lot of cases it’s hard to have a stong opinion on something without first having an experience with that something. And so I had my first experience of virtual reality with my Oculus headset awkwardly strapped to my face and my touch controllers waving around clumsily as I entered the VR world of SUPERHOT.
I loved the original SUPERHOT on PC and soon became accustomed to the feel of my two motion controllers and headset within the game itself. I did almost lose my balance a couple of times early on but familiarized myself with the movements the game demanded of me with my previous experience with the PC version. With a game like SUPERHOT VR there certainly is a lot of movement involved. Every level is essentially a combination of dodging bullets, disarming enemies, shooting at unusual angles, picking up throwables from the ground, shelves and desks, punching enemies, dodging their attacks and so on. It definitely qualifies as light exercice and while I loved my time in the with the game, this is not the experience I look for in every day gaming.
The way I like to think of my enjoyment of this particular VR game is that it reminds me of going to the arcades as a kid. The enjoyment of having lots of small experiences that are super fun for short bursts before you move onto the next thing. And so I found myself after twenty or so minutes of SUPERHOT VR wanting to move onto something else. I ended up playing four or five different games in total but returned to SUPERHOT once more before I ended my session because I enjoyed it the most.
The immersion factor was much higher as is expected for the VR version of the game. It gave me a new appreciation of just how to take out each enemy and in what order, although aiming felt very different. Those moments you get in SUPERHOT PC where you pull of a really cool move felt even better in VR and things like flicking bullets out the air with your weapon, catching enemy knives and guns and swordplay were the highlight of my playtime. I would definitely be up for experiencing more SUPERHOT VR and VR in general in the future but I am yet to be convinced that this would ever replace my normal gaming set up.