Starbound, Infinite Possibility

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In December 2013 a game was released and it seemed as though everyone on Steam was buying it at the time.  That or Rust, but fuck Rust, this one is for Starbound.  What is Starbound? Well, remember Terraria?  Starbound is like Terraria, but fucking amazing.  You are an exiled member of one of 6 races: humans, Avian (a bird race that have a Mayan feel), Apex (a planet-of-the-apes-style monkey dictatorship with standard high technology), florans (plant people), Hylotl (a fish race that have an asian motif) and Glitch (a robot race with an oddly steampunk-medieval motif).  As an exile you are forced to the ass-end of the galaxy.  This is where shit gets interesting.  Just watching the trailer you hear this music foretelling ultimate freedom and ecstasy.  It’s almost surreal as the screen pans over 16-bit landscapes and NPC towns.  I was just like “Really? That’s it?”, but don’t let the retro graphics fool you.  Just beyond that pixelated exterior is a heart of gold.

Hylotl ships in this are all dragon-esque

Hylotl ships in this are all dragon-esque

First there is your ship.  You start the game after character creation (which has a startling number of options for a 2-d game) onboard your little ship orbiting a planet.  You’ve run out of gas and need to find something to use for fuel.  So, after looking through the bare locker in your spaceship, you beam down to the planet’s surface.  I looked out at the planet and saw strange swirled patterns and pink continents with green oceans.  This looks bad, I said as I stepped trepidatiously toward the teleporter.  I was out of gas and had nowhere else to go.  Surely the game wouldn’t start me nearby a toxic planet, would it?  I make planetfall and look around.  All around me I see brains.  Brains growing on trees and out of the ground, brains on bushes, brains in the background.  “I have got to get the fuck off this weird-ass planet.”  With my Hylotl, Pearl, I decide that I have to start looking for building materials.  It is getting dark and bad things always happen at night, doesn’t matter what you are playing.

So I get a little rudimentary hut going and immediately after night hits, a swarm of ugly little fire-spitting birds fly out of nowhere.  I am glad I have my house.  There are also these weird crooning creatures outside.  Not going to fuck with them, they seem worse than the birds.  So I get my bow, climb out on the roof and shoot down a couple birds.  This nets me some food, which I cook.  Eat some and store the rest.  Now, there are a number of crafting options in this game.  You can craft weapons, armor, building materials, objects storage containers and almost anything you can think of.  You can also craft things you find in the wild, and, believe me, go roaming a bit and you will soon see that good weapons are worth their weight in gold.  You’ll run into huge monsters that kill you with a fart, accidentally.  Then there are the well-decorated temples of the lunatics with spears and guns.  These guys have everything from sawblade trap pits and all kinds of other shenanigans.

And once you find coal, which can be used to fuel your spaceship, you can get anywhere.  Ironic that the universal fuel should be fossil fuel, but it is a game.  What are they going to have you go look for that would be easily available and get you to a new planet if you started somewhere stupid.  Like the pink brain planet.  I wanted to get out of there so bad, and I did!  The game even makes you build a communications array that summons a giant flying saucer boss fight that spits out penguin troopers.  I did this in the middle of an Apex city thinking the height of the buildings would give me some better range.  It ended up getting nearly the entire city slaughtered, which is ok, since I hate those ugly monkey bastards anyway.

Laugh it up, but this fucker means business...

Laugh it up, but this fucker means business…

Then there is the multi-player.  You can coordinate with your friends, transfer to their ships etc.  Teleporting to their ships makes it easier for you all to agree on a home planet, too!  You can leave one of your ships at youe home planet, build a base and then use the others to go exploring!  You can then teleport back to the home ship when you have resources and other things for your base!  It’s an awesome strategy that make socialization in this game well worth the effort.  Not to mention, you can take down that penguin UFO a hell of a lot easier with other players.  Another interesting feature is that the gameworlds go deep as fuck!  You get down to where it is lava.. then blood and bones and all kinds of other weird ass shit.  Another thing is that each player can get abilities that you can use, like super jumping and forcefields and stuff!

So, in a game where I am having trouble including all the neat stuff that I like about it in just one post, what about it bothers me the most? Huh? HUH!? Rule 34. That is what. DeviantArt, too! There is a strong fan base around noody pics of the races from the game.  And the thing about it that bothers me the most?! Well, it’s that.. I.. am not.. strongly enough against it…

I feel like I should be harder on it.. I mean..!

I feel like I should be harder on this.. I mean..hngh!

Divine Cybermancy, Ineffable Confusion

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This indie title has a lot of potential, which is sadly unrealized.  Strap yourself in because this is going to be a non-stop rage-fest from start to finish.  First, the things I liked.  The RPG/First person combo.  You have an inventory, you level up and your skills are based on stats.  You can take skills to become a psyker, a cybermancer or a guy with a big fucking hammer that squashes things. You can shoot holes in everyone.  You can research new weapons and other things useful to your missions.  Killin’ dudes, too. I love killin’ me some dudes.  I actually haven’t seen a game that blends killin’ dudes with RPG aspects well since Dark Messiah: Might and Magic. The graphics are pretty alright, too.

So what is all the rage about?  Well where do I start? Story. That seems like a good place to start.  This game seems to be what happens when a game made by people foreign to the english language make a game and are forced to hastily translate it for the Americans.  Admittedly, the tutorial videos showcase something that looks like it could be either french or latin. But that is no excuse for the aphasic dialogue and strangeness in peoples’ mannerisms.  Then there are the archives!  After the initial mission there is the objective (?) to go looks through the archives and get an idea of what the fuck is going on.  Admittedly, this would be the best place to start in a normal RPG-esque shooter since it would be nice to have an idea what is going on. No. FUCK no.  That shit must’ve been written by someone profoundly enlightened by the mystical qualities of numerous drugs, cause it is barely intelligible. Seriously.  And I get the feeling that these archives are supposed to be the collective knowledge of this “EYE” group.  It amounts to a nonsensical series of events that don’t seem to stream together and are explained in the vernacular of a retarded college student.  Commas are in weird places, syntax doesn’t match up and there is no guidance as to which terminal one should read first.  Sure, all the guys walking around brandishing badass weapons and shiny armor seem to allude to some well thought-out decision making and a neat back story, but that just doesn’t come through. Two of the terminals seem to be crappy science fiction written by a grammatically inept, anti-social high school student during study hall.   This is about a guy named Shinji who seems disillusioned by the super-individualism of his society and listens to spiritually-oriented radio stations.  Also, he scoffs at the drive for space exploration.  Later he attacks a couple in the park after they finish a date.  He might be in wolf-form here, but that is never explained clearly, just vaguely referenced.  He cuts a guy’s throat then rapes and beheads his woman.  ALL OF THIS is just a backdrop for what seems to be a possible invasion by aliens(?) of a nebulous and spiritual nature.  The other two terminals relay information about the timeline which seems kind of cool, but again is hampered by the syntactical grace of using a sharpened rock for fucking brain surgery.  The console that tells you current events directly references ‘you’.  As in the main character.  And it is done in such a way that it seems they took what was supposed to be on the back of the game’s case.. or maybe in the instruction manual.. and just slapped it in the archives.  All very pretentious and mysterious in a distracting “what the fuck am I reading” way and less in the cool mysterious way.

So, storyline completely fucked ass-backwards, I realize there is a drone with a video of me telling myself some shit I forgot.  Most of it, again, makes little to no sense. O, yea! Cause he directs me to the fucking archives for elucidation. Fuck that guy.  I wanted to buy some guns and realized that I’d need to level up mah skillz to get the desired weapons.  No big. Do the work, get the toys.  At some point I spoke to some guy that I think was an important dude.  His name was Nimanah.. or Shivrama.. sounded like something out of the Bhagavad Gita.  He basically told me that he was working against my mentor and suggested that we’d be killing him later.  For a group of people that seem to vaguely want you to be stealthy, this guy was subtle as a cinder block.

The weapons seemed to work well, I mean, the guns shoot, the swords slice.  Fun fun fun. I cut off a guy’s head by accident, too!  I power attacked some guys in the sewers and they just flew apart like crash dummies. That was pretty neat.  There is also a resurrection system. You seem to start with 10 rezzes and a sword stuck to your body somewhere. Seriously.  I ditched my starter sword for some dual katanas (What?! I wanted to dice the bad guys up like chilli and fries!) only to discover that I could still switch to that weapon.  That weapon which I no longer had on me.

...to see my giant shiny, gold penis?

…to see my giant shiny, gold penis?

So after making plans to buy some guns and cyber tech, I go to the Commander Rammalammadingdong pictured above to start the mission.  In the mission, I meet this guy that berates me for not being stealthy (seems a common form of greeting for these pricks at this point) and, after some clumsy conversation boxes, he tells me all the objectives in the nearest three zip codes. Did I mention that these goddamn things don’t disappear after you fucking complete them? Like you are starting a collection of floating glowie waypoints, or something.  I then creep along this gangplank and am seen and shot at by enemies. Then more enemies.  Pretty fucking soon it seems like the ENTIRE FUCKING PLANET has come out because they saw a gunfight on the news.  Federals and random thugs chase me down like they have a pact to kill me and then duel it out.  Oh, did I mention this game is racist as FUCK against white people?  No, really.  In a world of spiritual people whose armor and names seem to be a vague conglomeration of Middle-Eastern, Indian and Asian cultures, the enemies, called FEDERALS, are white and wearing either nazi storm trooper armor with officers sporting what appears to be the garb of imperialism-era soldiers.

So after slaughtering droves of aimless fucking morons with guns I hacked a bit.  Hacking is fun.  It is a duel with a cyber enemy for control or destruction.  If you lose a hack this big annoying fucking thing comes across your screen.  It flashes purple, red and green, changes expression from angry/happy to laughing and generally tries to give the player a seizure, but does its job of reminding you not to fuck that shit up again.  Seriously. And that shit sticks around for a long fucking time, too!  It certainly makes for interesting gunfights, though. Heh heh…

Quake with epileptic fury!

Quake with epileptic fury!

 

Generally, I would tell anyone considering paying the $9.99 for this on steam to save their cash.  This game is what happens when someone has an awesome idea to weave Warhammer 40k influences into a Shadowrun campaign.  Weird, super-religious protagonists and a dark cyberpunk world.  This game dreams big and rambles unintelligibly.  It wanted to be something neat, something memorable.  It wanted to break boundaries and shatter expectations.  It ends up roaming the streets muttering to itself and wrenching its mangy hair as on-lookers cross the street to avoid it.  Its delivery feels rushed as hell and could’ve been so much more than the shitbox that it is.  This game seems to have a cult following, though, and if you are into bizarre worlds with rambling story-telling and shitty mechanics, then this is for you.  I wish I could get my money back, but that isn’t happening.  I played this game for a total of about 3 hours, 2 of which was spent reading garbled english.  The rest was spent shooting dudes, which is fun, but there are many much better games for that.  Avoid this at all costs.  If you disagree, fuck you.  You’re probably one of those underground hipster assholes. Fuck…

Spec Ops: The Line, Heart of Darkness

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A man who is always angry misses the beauty of life.  So after beating this game in a few days, I admit this one fulfills my desire for art in games.  Spoiler alert: if you are so slow on your gaming schedule that the ending for a game that was released in 2012 is still unknown to you, fuck off. Stop here, go play and come back.  In reality, I served in the military for 2 years and this game would not disturb me any less if I never had.  But that is the key to art, isn’t it?  Beyond just being a nice painting or a pretty song, its goal is to make us feel something.  And the feeling from this piece is a mixture of dark and sullen emotions that directly confront the joy and fun of playing a game where you run around killing people all the time.  The worst, I think, that anyone who is a huge fan of Call of Duty, Battlefield, and any of the other “power fantasy” military games in this genre, can say against Spec Ops: The Line is that it didn’t make them feel right.  And in that it has done its job.  Note that I do interchange between you, your character and Walker when talking about the main character as you experience this through him and, because you control his actions, identify chiefly with him.  What happens to Walker happens to you.

You start this game doing reconnaissance on a post-disaster Dubai, a city known for being a major tourist destination in the Middle east for the ultra-wealthy.  Massive raging sand storms have brought unfathomably large waves of sand that cover everything in their path, and the only survivors huddle in between a few luxury hotels and casinos hoping not to die horribly.  Well, America sends in a Battalion led by Lieutenant Colonel John Konrad, said to be the Patton of his time.  After Konrad gets a couple thousand people killed trying to lead a convoy out of Dubai, he pulls back, hunkers down and tries to survive.  Military Brass orders Konrad and his men to pull out and give it up, but they stay put.  At some point a group of insurgents forms among the surviving civilians and they start to attack the men of Konrad’s Battalion, known as “The Damned” 33rd.  We find that this insurgency is led by the CIA with the aim of bringing down Konrad, his men and anyone left in Dubai in a final move by the CIA to cover up the failure of Konrad and thereby avoid bringing the ignominious facts to the world.  As far as the US government seems concerned, Dubai can just get buried and everyone remember it as a tragedy for which we did all we could.  Avoidance of disgrace.

When you first come on the men of The Damned 33rd, they are rounding up civilians with a DJ announcing loudly over the radio that they broke a ceasefire and that he had the perfect song to “play them off”.  He then starts playing some Vietnam era classic rock which makes the gunfight that much more exciting.  Now by this time you have seen a ton of dead bodies and are travelling from one CIA operative’s corpse to another trying to figure out what the hell is going on.  You never try to negotiate with the men of the 33rd, you just assume they are rounding the civilians up for unstated nefarious purposes under Konrad’s command.

After dispatching the civilian-corralling soldiers (whom, I might add, you never explicitly see shooting civilians but shooting upward to scare them) you move on to find a CIA operative being tortured, but it turns out he’s been long dead and you’ve been lured to an ambush by Konrad.  Another operative, named Gould, helps pulls your team’s ass out of the fire and you watch him get captured shortly thereafter while leading a diversionary insurgent attack against the 33rd.  Once you find Gould, you have the choice to save him or some civilians.  Gould dies either way.  Your character then decides to exact revenge on “The Damned” 33rd.  You infiltrate their camp and fire bomb them with white phosphorus, which, I might add, the 33rd used themselves in an engagement against the insurgents only a short time ago.  So you torch them like bugs.  As you walk through the devastation of the aftermath, charred men crawl from under humvees, you hear one man trapped in a tent begging for aid.  He dies shrieking.  Unless he was screaming for ice cream.  Which I doubt.  As you wade through the carnage, one surviving soldier with half a face left claims they were “helping”.  Your character Walker thinks a solid minute before turning to a tent at his side.  A large tent.  At the back of the base.  You enter to find the crispy remains of some deep-fried civilians.  To top it off, in the center is a woman corpse crouched clutching a child corpse, thus dissolving all notion of good will and, incidentally, Walker’s sanity.  While your friends nearly get into a brawl over their newly earned status as war criminals, Walker is just like “No, we have to push on.  Konrad made us do this.”

Honestly I would be struggling with a crippled psyche to comfort the gaping hole where my soul died, too.

Honestly I would be struggling with a crippled psyche to comfort the gaping hole where my soul died, too.

So it goes, you all push on, Walker thinks he sees some guys hanging by ropes with snipers trained on them.  A soldier and a civilian.  He hears Konrad’s voice tell him to choose one to live and die.  Later you find that they were desiccated corpses and there were no snipers, but, hey, you’re losing your last nut.  Why stop there?  After discovering a talkie with the corpses of Konrad’s former chief officers, you find later that the talkie never worked.  When a group of civilians lynches your sniper and translator, Lugo, you and your hitherto sane/reasonable assault squaddie just gun them down like dogs.  Sidenote, in true “shits about to go down” form, Lugo is the wise-cracking and likable squaddie.  They always kill the guy you really like when shit’s about to go down.

Later on you help the last CIA agent steal the water supply of the city and in a last ditch effort to keep it from enemy hands the fucker crashes the trucks and destroys it.  This ensures the complete annihilation of everyone left in Dubai in 4 days.  Oh I forgot, at some point before Lugo bites it you storm the DJ’s hideout and the sniper aerates him with a pistol. You fly a helicopter as an exit strategy, leave the tower a smoldering ruin and engage in a replay of the opening sequence to which Walker says “We did this already!”  At that point you should be like, am I losing it too?  Well, after a while your assault squaddie gets wiped out Alamo-style and as you run off you only see the flicker of multitudinous explosions behind you.  But nothing really concrete.  Either way, you know that a ziploc bag might be too big to send his remains home in.  I might add that during this last sequence the loading screens say things like “It’s not your fault” and  “You’re still a good person”.  Well, the reassurance did nothing to ease the growing knot in my guts.

So, you climb the stairs to the tower and enter under the premise of surrendering to Konrad only to discover “The Damned” 33rd surrendering to you.  I was confused since, usually, if they have enough firepower to make you surrender, there are at least a few of them left.  In the lobby though the so-stated remainder of the 33rd is like 12 guys.  Konrad summons you up to his loft where you find him painting a rendition of the above image like some kind of serial killer therapy patient.  Best part is, Konrad was never there.  How could he paint this?  Simple answer, he wasn’t and this was painted by Walker.

A little happy blue here and you capture that incriminating glare.

A little happy blue here and you capture that incriminating glare.

He disappears behind the painting and you follow him only to see a person sitting in a chair. Konrad’s corpse wearing something totally not his above hippy-gamer look. So he monologues to you over a montage of earlier events explaining that you have fucking lost it.  At one point you see Walker even talking to himself.  Now this is where the “Fuck me I am a horrible piece of human trash” realization kicks in.  In the final boss battle you basically shoot his reflection in a pane of glass before he shoots you and then radio for evac.  Among imaginary Konrad’s last words he says that after all this you can still go home. The final epilogue gives you the chance to surrender to some recon force or mow them down with an AA-12 and grumble cryptically over their radio “Welcome to Dubai” to their superiors.

So. There are a few things that piss me off here. Not in a typical rage sort of way but in a more “my brain won’t stop running over it for days” way. First off is Konrad.  As you and imaginary Konrad stand over Konrad’s corpse he says “Looks like Konrad’s survival was vastly overstated.”  Cheeky fuck. This implies, however, that he has been dead a while. Possibly the whole time, but you pick up the broken talkie further along in the game. So either your character lost his mind the first time you crashed the helicopter or Konrad died sometime after you heard him over your operational receiver but before you pick up the talkie.  Another thing to consider is the helicopter sequence.  Why do we see that twice? And how is it that Walker knows that this is the second time this has happened?  One theory I have is that everything that happens between the beginning of the game and the second helicopter sequence is the you reliving the horror of what happened up to the point where he truly loses all grasp on reality: the gunning down of civilians. As you gun down those civvies it seems weird as shit that suddenly your previously rational squaddie suggests and even begs to mow them down. So that makes it seems possible that maybe your squaddies have been dead this whole time and your character is sifting reality through his broken psyche alone and dying in the desert sun that his squaddies tried to stop his carnage, but in reality they were never there at all.  Perhaps even these are the events as they were imagined to justify a lunatic engaging in a murderous rampage?  And if Walker did paint the above masterpiece, that means he sees a whole lot of shit the wrong way.  Honestly, the implications are just too vast to be fully expounded upon.

The game makes you feel like an absolute piece of shit for finishing, too. As if somewhere that tent is still sitting huddled in an abandoned Dubai full of charred corpses. I mean, Konrad even says to you “None of this would have even happened if you just stopped” which automatically sounds like he’s talking to YOU.  The goddamn player.  Like, YOUR bloodlust and YOUR insane desire to see the game out to the very end and impassively dictate the actions of three Special Operatives as they murder Americans and torch civilians is more to blame than the videogame character Walker himself.  Not sure about you, but this one had me wiping the fingerprints off my mouse and keyboard.

Overall, this game made me feel.  And not just fucking feel but hard, deep and powerfully. Like ouch. It is a masterpiece of gaming that makes you ask way too many questions in what is supposed to be the conclusion and has been hailed by many as a redux of Heart of Darkness, a book written by Joseph Conrad. O, yea, that last name look familiar? It’s the ‘K’ threw you off, wasn’t it? And that was artfully redone by Francis Ford Coppola as Apocalypse Now.  Wasn’t the famous line from that “I love the smell of napalm in the morning”?  Well, Walker favors the sizzle of white phosphorus, but the homages to the film don’t stop there.  The DJ is a hippy-lingo slinging wastrel with trippy visuals in his broadcast hideout and a sort of “fight the power” vibe to him. AND he plays Vietnam-era classic rock over the radio for the murderous audience. AND the game’s opening screen starts with Jimmi Hendrix’s rendition of the Star-Spangled Banner! So, yea, this is a hat-tipping frenzy to rival an earthquake in a haberdashery.

My honest opinion is that this game is an example of what I feel videogames struggle with most: legitimacy as art.  This game sits in the same genre as Call of Duty and its ilk, but it is far beyond them all in scope.  I now feel I have to do this game a duty and reread Heart of Darkness (since I forget mostly everything about it) and watch Apocalypse Now (since I’ve never seen it).  If this game doesn’t make you feel at least a piece of all that, then fuck you.  You may be beyond redemption.  Anyways, this is my blog. Deal with it.

Spacebase DF-9, Everyone dies the first time

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Or at least in mine they did.  Granted that was 2 or 3 alpha patches ago, but still, it is pretty fucking likely.  The concept is this: you build a spacebase.  To start you pick a sector of a spiral galaxy, like our own, and launch a pod out there.  And when I say ‘pick a sector’, I mean it.  You have this yellow glowie cross-hair that you guide along the picture of a galaxy as the readout relays four points of information: Stellar density, which controls how much matter is present at the game start and how often meteors hit your base, Warpgate Proximity, which dictates how often you get visitors to your base, Threat Level, which is how likely you are to get boarded by pirates and Magnetic Interference, which is how often derelict ships will randomly spawn outside your base.  I always tend to choose a sector with a decently neutral standing in all four, so I can get a well-rounded Spacebase experience.

Now, I say you’ll probably die the first time, and it isn’t my lack of faith in you.  But the help prompts that teach you what to do take a second or two to read and there are a few of them.  By the time you realize you can hit the spacebar to pause it and still dictate orders, there is a good chance 5 of the 8 minutes of starting air in your citizens’ space suits will have run out as your citizens marvel at the star-strewn void.  From there it is a trainwreck on a timer as you struggle to understand and then implement what you need to do to actually get a jump on things.  Like the developers were like, “Heh heh, wait two prompts before mentioning the air supply” so they could imagine you going “Oh, fuck, we need to breate!” and building a slapdash airlock with duct tape.  My first time I was enjoying the setup of corridors between rooms before everyone suffocated.  Then I said, O! I can make oxygen recyclers!  Now worries, though, it doesn’t take away from all the fun of it!  Just takes you out of the game a second so you can admire the amazingly sarcastic humour of the developers as the “Spaceface” logs the citizens issue range from whimsical to darkly hilarious while their faces turn blue.  I get the feeling that this game was made by Brits, cause the witty sarcasm comes into my head in an english accent. Just seems to fit.  Also, don’t forget, that the little box you guys were shipped out to the ass-end of the black in can be torn apart so you can build a closet.

Once you get your guys doing push-ups in a fresh, new artificial environment, however, you’ll see just how important that little bit of matter really is.  I mean, if you picked anything below neutral for Stellar Density your miners have to float like turd nuggets across a toilet bowl to get to the nearest asteroid.  Quite entertaining.  So you get your mass factory up and running, miners mine, security patrols, builders build and you still have aimless morons doing calisthenics in the life support room.  Well, sleep turns out to be important.  Oh yea, there is food too, but early on you learn that you can put food replicators in every room and to get fresh food, you need like everything else you can possibly build beforehand.  So, you get to watch your matter bounce a little as people eat food made out of space rocks.  While this happens, your proximity to the nearest warpgate becomes apparent as every asshole within a hundred lightyears comes by to sample your nutrient paste. No, that is not a blowjob joke.  Also, derelicts appear out of nowhere that might harbor bugs, killbots raiders and god knows what else.  Hopefully you’ve recruited someone that can shoot a gun or it’s rock-paper-scissors among your dumbass security team as to who goes into the dark foreboding derelict vessel first. And, while you can see everything on your base, derelicts appear as black, sharp-edged geometric shapes that might actually be leftovers from videogames of the last century.  Should you have gotten a higher Stellar Density you’ll be thrilled with all the building materials, right up until you get bombarded by space debris every twenty minutes.  No worries, though.  When it happens a large target comes up a good time before the debris hits so you can get any citizens out of there.  Granted, if they’re sleeping in a room that gets hit, you get to watch them wake up halfway through the event in a room full of smoke and alarms… if you built the alarm panels.  Either way, they are going to be running out of there looking for the fire extinguishers… if you built them.  Heh heh heh…

Putting out the flames.. with LASERS!

Putting out the flames.. with LASERS!

 

No. The fire extinguishers don’t really fire lasers.  So the key here is anticipation.  If you get your food replicators in early, you can keep them alive long enough to get them a pub and real food.  But that leaves some other frustrating issues.  Remember, though, this game is in Alpha!  If you are easily frustrated by bugs, just walk on by the window.  One of the biggies I have noticed is that it takes a fucking army of technicians to keep everything in working order.  And even then someone might neglect to fix the airlock doors allowing everyone to get sucked into space and die.  And the technicians won’t really fix it that much.. like 5%!  And they still walk away from that shit for a cold beer like “Well I have done my civic fucking duty for the next twelve hours!  Nothing bad will come of this!”  They have tweaked it in some recent Patches, but it still feels like it takes half the fucking population to fix all the gear you have onboard.  Then there are the stupid ass ways people can die.  Like, are you pissed that you built a room shitty and just want to tweak it?  Better get everyone out first!  The builders will demolish a wall with a non-suited person in the room, sucking out all the air in the process.  Your citizens will run around like lunatics and either a) run out the door to safety or b) dive out the breach into the frigid embrace of their own demise. I mean, the bodies don’t even stick around so you can harvest matter!  Although, if your people die onboard (i.e. eaten by space bugs, killed by robots, build themselves into a room you forgot about and starve to death) their corpses just lay there as a grim reminder to all the others where it’s all headed. No morgue or medbay.  Just pile the empty husks of your departed friends in the middle of the room.  Your can’t even send them out the airlock.  Me I’d want to eat them since you can’t raise any kind of animals onboard. Protein intake would be relegated to plantlife and your own ejaculate.  But, hey, you can have a gym and videogames on the spacebase, so it’s not all bad!  This is a fantastic example of a pre-release bonanza.  The game is broken in ways. Many real and funny ways.  Sure, you cleverly developed this habitat specifically for your various human and alien citizens.  Now watch them all die in bizarre and horrible ways.

The thing that really really pisses me off about this game isn’t the glitches, though.  It’s the fucking weird ass naming conventions!  I mean this race of.. err.. space chickens…(?)… have names like Jeff 52938442. Yep. Luckily you can rename them, but when someone befriends the newly christened Jeffarious, it’ll say friends with Jeff 52938442. Yep.  Annoying.  There is also the matter of personalities.  Each citizen has their own individual personality! Yay! They’re special!  These personality traits dictate what job they will be happy in the longest.  And NO ONE is happy as either a builder or a miner long.  Regardless of how good they are at it.  It used to be that this would lead to depression and eventually someone would “forget they were out of air” outside and suffocate to death. Then their friends would fall into depression and stop eating, then die.  Eventually the whole base became a noncommittal, Sam Neil-less emo redux of Event Horizon.  But with a fix, now we can move on after a death and maybe only their friends will jump out the airlock doors.  Unfortunately, this means the state of the game as of this post boils down to a constant juggle where you want your people to be happy and do ‘fun’ jobs, but need to get shit done and have to force unskilled morons to do hard labor for a couple weeks at a time.

Overall, if you like simulations, laser battles and sci fi games, this is a great buy.  A little pricey for an alpha game at 25 dollars American on Steam, but it’s Steam.  If you are that stingy, just wait until it inevitably goes on sale.