Zeno Clash 2: Much More ‘What’, Equal Parts ‘The Fuck’

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Zeno Clash 2 is a perfect example of what happens when an imaginative group of talented developers find a publisher and can make a game the way the always wanted.  Granted, it is fucking bizarre as pink dancing hamsters in tutus tearing apart two cows having a threesome with a Scottish midget, but there is just as much fun and blood involved as the above description.  This game is fun.  It is a ton of fucking fun heaped into a bizarre surrealist world and topped off with guns.  Not to mention, the storyline is interesting as fuck.

So Ghat makes his comeback in this sequel by doing the opposite of what he did in the first one.  Literally, the fucking opposite.  Where before he was trying to kill father-mother and break up the family in order to avenge FM’s baby-thieving, now he is trying to save FM from a much-deserved ass-kicking and reuniting the family.  I honestly think this guy just likes to fucking beat shit up and kill motherfuckers.  I mean, that is what he did as a Corwid, and he hasn’t changed anything but the fact that now he no longer wears a mask.  I would hypothesize that this shows that Ghat is willing to face who he is and give into his dark, true self, but that would almost be too fucking involved.  I think he just likes to fuck shit up.

City of Halstedom, pronounced Hal-stom.  See also churning homestead of wanton fucking insanity.

City of Halstedom, pronounced Hal-stom. See also churning homestead of wanton fucking insanity.

Halstedom has been taken over by the North Golem, Kax-Teh.  You know, the guy you brought to Halstedom to deal with Father-Mother?  The North Golem, the guy with the Rubick’s cube from ZC, has built a jail, the colonnade-adorned head building, to incarcerate criminals in the town.  Makes sense, guy’s a natural fucking philanthropist.  Except one thing.  These people have no idea what this concept of “law” is.  It is literal anarchy.  Whoever wants to rule can, if they can get enough support from other thugs and people in the area.  So he is literally forcing these foreign concepts of law and order onto a city of people that have trouble with the concepts associated with a can-opener.  They are children, and he is ruling them with an iron fist from his head-palace using concepts none of them can understand.  Very little about any of this makes much sense.

With FM behind bars, you would assume that everything should be alright in the world, but Ghat is a more motiveless malignancy than Iago, so he gets tired of starting bar-fights all the time.  Luckily, Rimat, a woman wearing a rice paddy hat from FM’s family, decides to start some shit.  See, after everyone found out about FM’s treachery and baby-stealing, the North Golem told them who their real parents are and where they could be found.  Many went to him, but a few did not.  Rimat was one of those who didn’t.  Her opinion was that you cannot change the past, so she cannot change the fact that she was raised by a giant, hooded man-bird.  And, honestly, she has a compelling point.  This is something that many adoptees have to come to terms with, but Rimat, given the chance to go back to them, prefers to stay with the familiar.  She chooses to stay with those that she grew up with.  Very interesting.  So together with Rimat, Ghat helps to break FM out of jail and seek out the various members of the family.

After they’ve found all their brothers and sisters, they then turn their goals against the golems.  As it turns out, the golems are just the servants of some infinitely wiser entities, and they were put in place to keep the Zenos from leaving their land of Zenozoic.  The term “zenos” is used to describe anyone from this place, too.  I would want to keep these guys out of my backyard too.  I mean fucking look at them!

Ugly is a polite term for these people

Ugly is a polite term for these people. I mean, the police force wear flour sacks on their heads leaving you to imagine the horrors beneath!

Above is one of my favorite features of this game.  Normally, the gameplay is something like a free-roaming RPG, but there will be these areas where you’ll be pitted against a ton of enemies.  Unlike other games such as Half-Life 2 or any FPS by Flying Wild Hog, these arenas are not resolved with a sword or by gutting people with a machine-gun.  These battles are most often resolved with combo attacks and flying double-fist strikes.  Massive battles like this are resolved like street thugs would back in the 1920’s:  Everyone has a nasty brawl and the victors are the ones who are right.  Sometimes you will have some assholes sitting back, picking people off with a rifle or a grenade launcher, but hit them hard enough and they will drop it.  Of course, if there are weapons like rifles and grenade launchers, why even get into pitch brawls like that?  Simple, the guns in this game are few and far between and there isn’t oodles of ammo laying around.  It’s actually somewhat realistic in this way.  Of course, why not grab a club?  Those are around too!  This game forces you to deal with someone via fisticuffs.  Weapons that you have to strike someone with, including guns without ammo, will break and shatter.  The most reliable way to deal with your issues is to beat them to a bloody pulp with your bare hands, as God intended.

The landscapes in this game are absolutely magnificent and always always always have elements that make you curious, intrigued and outright confused.  As you wander these landscapes, you might be wondering if you are on Mars.  Actually, the game gives you ample reason to believe that it might be Earth, but the game has numerous regions.  Each region can be explored and explored freely.  Some are more open than others, but each area has its own unique look and feel, and each area has its secrets and stashes.

The two-headed monkey riding on the back of a fire-spitting vulture made the muculosaurus in the desert seem low-key.

The two-headed monkey riding on the back of a fire-spitting vulture region made the muculosaurus in the desert seem low-key.

Two features adding to this are stashes and skill points.  Stashes are places where you can find items (food to heal, totems to fill the special attacks meter, weapons etc) which fulfill a variety of uses, mostly combat-oriented.  These stashes look like giant, horned clamshells and function much the same way as chests.  The art director for this game should be drug-tested hourly.

The other feature are the skill point totems.  These appear as skulls hanging from a crude stand and can be found nearly everywhere.  A couple time I revisited regions only to find a new skill totem that wasn’t accessible without equipment I found elsewhere.  These totems are well-hidden too, almost as if they hired someone from Flying Wild Hog to put in the secrets.  When you interact with these totems, half the present skulls disappear and you get points equal to the number of skulls obtained.  Once you have the points, you can go ahead and start pouring them into the various skills: health, stamina, strength, leadership. Health is health, stamina dictates how many punches you can throw before getting weak, strength is how hard you hit.  Leadership is the most interesting skill, though.  Throughout the game, you will switch out between various characters that will help Ghat and Rimat on their journey.  The higher your leadership, the more powerful the allies that you can recruit to your quest with you.  These guys are useful, too, especially when you find yourself suddenly confronted with a massive mosaic of faces as seen above.  You will be fighting ALL those fuckers, often in close-quarters.  With little space to run and twenty mother-fuckers trying to kick your ass, you will need some friends to mix up the melee.  I poured nearly all of my points into leadership.

The skills are accessible from the map screen, where you can also find some collections.  There are a variety of things to collect, all of which are random and make little sense.  They are a ton of fun, and when you play, you’ll likely see how they add their own pieces of flavor to this game.

Make a left at the canyon filled with testicle-chinned shrimp, pass by the butthole-licking tribe of barbarians and we'll arrive at the city of mechanical, two-headed monkey people.  Remember to pack sandwiches!

Turn left at the canyon of testicle-chinned shrimp, pass foot-collecting barbarian tribe and arrive at the city of mechanical, two-headed monkey people. Remember to pack sandwiches!

Do not play this game thinking you will not be saying “What the fuck” every five seconds.  This game is just as whacky, if not moreso, than the first, but its gameplay is memorable and awesome.  I honestly hope they take this formula and apply to a remake of Double-Dragon or Final Fight.  Can you imagine what it would be like to have a fighting-style free-roaming first-person RPG like this one in a vast post-apocalyptic, future cityscape where gangs tear eachother apart?  You could have some guns in there, but they might be so rare that they are almost a form of currency, so battles are largely solved with blades and fists.  Just food for thought to give Ace Team.  This game itself is a hell of a thing though.  It feels like the greater narrative of morality and law being waged by the golems is the true story, and the rest of the world is made to be ridiculous so a seeking mind is almost forced to latch onto the golems and interpret their story.  Then Ghat comes in and fucks shit up, believing, I guess, that true freedom requires the death of law.  Whatever you glean from this game, it is likely to be memorable.  And the best part is that its Special Edition currently on sale for 2.99$ on Steam, although it is deserving of every cent of the 24.99$ usual asking price.  Go get it now! Seriously!  It’s fucking awesome!

X-Tactics, Genre Fusion By AAA Veteran Devs

 

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Generally, I like to promote games from indies in need, but this is a story too deeply bizarre and intriguing to pass up.  Veterans of the AAA gaming industry have broken off and teamed up to create X-tactics (pronounced Cross Tactics), a game that will link gaming across mobile and PC platforms for an exciting blend.  Honestly, the anime art might not be my usual bag, but the concept behind this game is so vast and exciting that only the Japanese are crazy enough to do it right.  Ingress better watch out, shit’s about to get real.

First things first, who the fuck are these people?  Our developer in question, GAMKIN, is the product of minds from Square-Enix, Sega and Capcom.  Those names drop harder than Skrillex does his bass, but still it stands.  This is a game that will be rendered by veterans from three legendary household names in gaming.  Fuck.  These guys got together in late 2013 and they have spent most of their time in Japan away from the warm lights of our hemisphere.  Mostly they’ve been working with interactive children’s television and collaborating with local game schools to cultivate next-gen game devs.  So these guys are legit philanthropists with a serious mind for our future.  Now they turn their thoughts again toward gaming, and this beast, which they’ve gotten fully funded with 33 days left on their Indie GoGo clock, threatens some formidable levels of awesome.  For a little perspective, the campaign launched on the 8th.  This means they achieved their primary goal in just 6 days.

GAMKIN has a lot on their plate when you look at their plans.  The platforms they will be releasing on include iOS, Android, Kindle (2014), PC, Mac, Linux and Google Glass  (2015), and none of those are stretch goals.  The features of the game are complex and paint an exciting picture of gaming interaction.  First off, this is another genre-fusing game.  Its main components are tactics, fighting and urban exploration, with a 50%, 25% and 25% split, respectively.  In their own words:

When we set out to make X-Tactics we didn’t want to make just another tactical game, nor attempt to create some sort of perfect tactical game. Instead our goal as developers here is to create something new. We combined equal parts of tactical gameplay of classics like that of Final Fantasy Tactics and Valkyrie Chronicles, together with fighting game mechanics and aesthetics, like those found in the Street Fighter series, to create a new gameplay experience, that we at least have not seen done before.

– GAMKIN on Xtactics, Indie Go Go campaign

 

Now this doesn’t explain the other 25% of the game, but let’s stop a minute what this means for PC gamers, as PC and MAC will be options for the game.  The game itself will use turn-based tactics to create a high-speed gameplay environment that focuses on treacherous close-quarters combat, as you might find in an urban setting.  Your heroes won’t be able to take ridiculous amounts of damage to the face, so you will need to make quick moves and calculated risks to achieve victory rapidly.  Failing to do so finds you at the business end of some purple alien’s psychic attacks…

 

... and that suit screams "business time"

… and that suit screams “business time”

Each battles takes up the full screen, and each mission will be comprised of several battles.  With one screen active fights will be tightly fought, so bonuses like flanking, support, destructible furnishings in the environment and traps will give you a serious edge and change the battle’s dynamics every time you play.  X-Tactics will also utilize an initiative system, which they compare to that of Final Fantasy Tactics, but I will translate that to the American readers: shit’s going to battle like DnD.  Initiative will be based on speed and turn order will be thereby determined.  This will also open up the ability for seasoned players to fine-tune their initiative-order to get their team members to unleash dual combos and team combos.  Not to mention, enemies will come in waves each battle, so you really have to get that ass in gear and wipe out your foes before more arrive!

What does this all mean for mobile users?  Honestly, this part looks to be the most exciting.  GAMKIN is going to use GPS information to create a variety of missions that will allow you to defend your neighborhood, school or workplace from outbreaks and other dangers.  Each character you have will even have locale-based storylines that will be unlocked depending on where you are, so the exploration is highly encouraged.  Where this game will really shine is how it will use the GPS of your device to investigate your surroundings, reveal hints and uncover treasures.  This will open up to more modular features where users can organize their own location-based events and treasure-hunts with friends.  In addition to all this, the game will be sensitive to the time of day, moon cycles and even weather to unlock events, initiate outbreaks and influence character abilities.  Having the mobile functionality will also allow for 4-player co-op missions, so you don’t have to be anti-social with this title.  And for those of you guys who shelled out the outrageous amounts of cash to join in on the googe Glass explorer program, the team will also have a companion app that will assist with the urban exploration part of the game.  If that isn’t enough, they will also be updating weekly with episodic content for the game, including missions, items and new heroes all at no cost to players.  If they throw in anything else, my brain might explode.

O, no, wait.  That's just my aunt's baking.

O, no, wait. It’s just my neighbors’ cooking.

This is all well and good, but what is the fucking story here?  Well, it takes place in a story like our own, if our world was controlled by top-secret government agencies and secret societies.  It isn’t, right?  You’ll control a motley crew of secret agents, treasure hunters and adventurers that are working to keep the truth in check.  This means you are more “Men In Black”, less “defenders of the people”.  I expect we’ll likely be killing those free-minded liberators of information, and that makes me laugh with dark, dark relish (enjoyment, not condiment).  And the game is perfectly ok with this.  In fact, the creators have said that it will use dark humor and anime punk art styles to put a new spin on conspiracy theories and urban legends!

And this got funded seemingly over night.  I have known about this game for four days, and it has already gotten its Indie GoGo funding, and they are into stretch goals.  Literally, they got a money enema.  They have 6 hunters with 2 more listed for stretch goals, including some badass ninja panda and a thick list of additional concepts.  Go and check it out for yourself, and wait with bated breath for the release!  Congratulations to these guys for getting their funding goals!  Now get in there and see if we can help them meet a few more stretch goals!

A bit of gameplay for ya ; )

A bit of gameplay for ya ; )

 

How Elysian Shadows Team Plans to Revive The 2D RPG

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In 1998 I spent my time roaming the castles of Thief: The Dark Project and watching The Matrix, but I also have a strong memory of hearing about this mythical console set to ride an eastern wind to our shores.  Its name was the Dreamcast and it was Sega’s final all-or-nothing bid to take the game console market by storm.  It had numerous features that were well ahead of its time.  Unfortunately, it was too far ahead, like trying to explain electricity to cavemen.  By the time the Playstation 2, Xbox and Gamecube were released, it was just a shadow of a memory from a glossy magazine page.  After the Dreamcast, Sega didn’t die, it just slid out of the limelight and settled for publishing games instead of consoles.

Many did not get to experience the Dreamcast, but for those that did, it was more than just a console, it was a lost piece of gaming history.  Even today, developers are putting out titles for Sega’s last console, and the Elysian Shadows Team proudly stand among their number.  Falco Girgis is the Engine Architect and Team lead, and he explained his motivation to me when I asked why develop a game for the Dreamcast in 2014?

” I found my way into the Dreamcast scene at around the age of 14.  I had always loved video games, and I had done a little bit of programming, but when I discovered there was an entire community of crazy fuckers out there developing their own apps, emulators, and games for the console, and I had the opportunity to also do that without being part of a huge studio, I fell in love immediately.  You have to realize this was before Steam, smart phones, or any kind of indie support on consoles.  The Dreamcast allowed the average guy with a dream to develop for a platform.  I taught myself to code just for that little white box.  I fell in love with it, and what it represented as Sega’s last console.”

So, it was a console Falco loved immensely as a teenager and he learned to hone his craft on it.  That just means it has a special sheen, right?  It’s a dead console, though.  So what?  I was still wondering if there was even still an audience for the console as Mr. Girgis continued.

“It’s so underappreciated, and it innovated so much in gaming–poly counts in the millions, hardware support for bump mapping (PS2 can’t do that), memory cards with screens, online gaming.  It also had an insane amount of AAA titles for a console with such a short lifespan.  It really felt like Sega knew it was their last chance in the hardware market, and they poured their hearts and souls into it.  For those of us who were able to experience the Dreamcast, it’s kind of an immortal thing, and it shows.  Most of our money from our Kickstarter is from Dreamcast sales.  There are still gamers everywhere who have not forgotten the Dream, and I have made it my personal quest to realize my childhood dream of releasing a game for the console.”

Honestly, I was taken aback.  Jump over to their Kickstarter and tell me what you see.  As of right now, I see 90,448$ with 760 backers.  Doing the math, that would have to be about 119$ from each backer, and considering only 182 backers pledged 100$+, that means there is a formidable Dreamcast audience.  Granted, some of those backers gave 1k$ – 5k$, so this game has a spirited group of supporters…

...And when you look at what they want to accomplish, it is hard not to drink the koolaide.

…And when you really look at what they want to accomplish, it is hard not to drink the koolaid.

Everything I see on their page makes me flash back to the numerous hours I had when I discovered Chronotrigger, Secret of Mana 1 – 3 and (US) Final Fantasy 6 on emulators.  There is a lot on that kickstarter page, but seeing everything made me wonder, what are they really trying to accomplish?

“Our overall goal is pretty multi-layered, haha!  The biggest thing we wanted to achieve with Elysian Shadows itself was to reinvent the traditional 2D RPG formula in a manner that makes it new, exciting and relevant by today’s standards.  We don’t want games like Chrono Trigger or Secret of Mana to be a thing of the past, and we certainly have not been too thrilled with the slow demise of the JRPG itself.  Most of our team members can be quoted saying that they want to create the game they wanted to play most as a young gamer, including aspects of games that they grew up loving as children, and trying to use them to create a unique RPG experience that could appeal to an audience beyond just RPG players.”

“I have found myself,Falco, really wanting to make an emotional connection with our audience through ES.  I want to create a game whose story and characters are relatable, and whose struggles are relevant to the lives of our players. I feel like this connection is really the ultimate goal of any form of art, and this is especially true for video games as they’re an aggregate of every other art form: writing, art, music, etc.  I’m really an introverted guy who loves to play the outgoing extrovert, but I have very few close friends and I tend to not have much in common with most people.  The older I get the more I feel like my contributions to ES artistically are some kind of attempt to connect with players and fans on a deeper level.  I’m sure Freud would have a field day psychoanalyzing that.”

That really explains everything.  Elysian Shadows is a collaborative piece of art interpreted through the hearts and souls of its creators.  Each of them has something unique to put in and being indie developers lets them do this the best they can.  And when you look at what it adds up to, you can’t help but feel the passion and love there.  You can’t helped but be awed.  Personally, I think it’s moving.

I love the shadows and how the game looks like pixelated life.

I love the shadows and how the game looks like pixelated life.

I really enjoyed taking in everything that Falco and the team were telling me, but what is the rest of the team like?  What do they do and who are they?

“We have 7 team members total:

Falco Girgis

Falco Girgis

 Falco Girgis is our engine and toolkit developer, and he’s also the one who developed the framework, allowing us to target so many platforms (including the Sega Dreamcast).  He’s basically the team mad scientist.  Falco loves the Zelda franchise, pretty much anything on the Dreamcast, and obviously all of the 16-bit JRPG classics.

Tyler Rogers

Tyler Rogers

 

Tyler Rogers is the gameplay engineer, who basically takes the art, music, and levels then puts everything together into a cohesive gameplay experience.  Tyler is very into Legends of Dragoon, Castlevania, and Final Fantasy tactics.

Daniel Tindall

Daniel Tindall

 

Daniel Tindall is our web developer and level designer, and he has been very much a secret weapon for creating our Kickstarter and Steam pages.  Dan’s favorite series is Metal Gear Solid.

 

Patryk Kowalick

Patryk Kowalick

Leandro

Leandro Tokarevski

 

Patrick Kowalik and Leandro Tokarevski are our two pixel artists, both self-taught and classically trained traditional artists who decided to get into game development to broaden their horizons through pixel art.

 

 

 

Connor Linning

Connor Linning

Connor Linning is our team rock star and audio composer, bringing with him a background in rock, metal, electronica, and survival horror music influencing his musical direction with Elysian Shadows.  Connor is obsessed with the Resident Evil and Silent Hill series.

Eddie Ringle

Eddie Ringle

 

Eddie Ringle is the team mobile developer, who has been the guy working on the OUYA, Droid, and even Google Glass builds of Elysian Shadows.

We aren’t just retro gamers either.  Falco is totally into the new adventure-style games: Uncharted, Tomb Raider, The Last of Us.  So good.”

It feels like I just put up a description of the A-Team, or something.  Hopefully each of these pictures gives you an idea who we’re dealing with here.  Each of these guys is immensely talented and putting everything they have to make something amazing.  I hope Ebert is rolling in his grave because if this isn’t art, nothing is.  Of course with the influence each of these games has had on the Team, what games have a direct influence on Elysian Shadows?

“There really is no single inspiration behind Elysian Shadows, and I kind of feel like that’s why it’s so special.  It’s why our team is so emotionally invested in the project.  We have all found our own ways to endow Elysian Shadows with a piece of what we like best in gaming, each of us growing up with different backgrounds and inspirations.  Obviously games like Chrono Trigger, Secret of Mana, Dragon Quest, Final Fantasy, and Phantasy Star have deeply inspired our direction, but there are quite a few more inspirations that aren’t even from the RPG genre.  Falco and Tyler grew up loving the Megaman Legends series, and it has influenced their direction with the whole “ruins” concept.  Even portions of the storyline.  Connor is a huge survival horror fanatic and, oddly enough, he’s found ways to endow ES with that kind of emotional tension through dynamic lighting.  Once we added jumping (initially inspired by Mario RPG), we quickly found ourselves able to design levels with influences from games like Super Mario and add combat moves from games like Megaman X.  I feel like there’s little pieces of numerous games influencing what we do with ES.”

So Elysian Shadows, almost literally, draws its lineage from the DNA of a widely-ranging gamut of games without any single influence dominating completely.  The more I hear about it, the more excited I get.  This isn’t just a game, it’s a love letter.  The kickstarter page has an amazing set of features.  Elysian Shadows Team has partnered with Pixellamp, which allows for impressive pixelated shadows.  The combat is set to be real-time and the gameplay will have a strong feeling of freedom.  Splicing 2D RPG and platformer elements, this game will go boldly where other games are limited from going.  There will also be a complete class or “job” system where characters’ innate strengths, weaknesses and gameplay styles can be augmented through a wide array of job-specific abilities and talent trees.  A lot of this is straight off the Kickstarter page, so you can go there and get the complete feeling for what backers are getting out of this.  They have samples of the music, the art and descriptions of various details planned for the game up there, too.  The initial goal is to reach 150,000$ with stretch goals all the way up to 800,000$.  And considering that last one would make this into an MMORPG, I hope we get as many additional backers as humanly possible.  They also have an entry on Steam Greenlight, so if you can’t put any money in, vote them up on Steam!  This is one vision that is extremely close to meeting its funding, and it threatens to shake the boundaries of games as we understand them.

 

A lot of this article has been lightly edited to flow as neatly as possible.  The message conveyed has been kept the same in all respects.

Lantern Forge, Dr Sandbox and Mr Hack ‘n’ Slash!

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I swear to fucking god, if I play another goddamn sandbox again it will be all my fault, because I like sandboxes way too much.  Granted, last week was the unofficial “week of sandboxes” for me, so I am getting some time in with something more violent after this.  For now, this was a game that persisted in surprising the fuck out of me.  Seriously.  Every time I thought I had gotten to the furthest extent of content in this game, I got hit with more.  It isn’t listed as a pre-release title on Steam, but the devs are still adding content, Terraria-style, so it must be an Early Release.  Either way, this game could have fucking fooled me, because it has more flesh than my own personal ass post-Thanksgiving.

When you load it up, you are in the middle of tabula rasa, a clean slate just waiting for creativity.  One of the first things I noticed was how pretty the UI is.  I mean LOOK at it!  It has everything necessary for an RPG and a sandbox while having some high-speed options for quick-paced combat, and it plays well, too.  It focal feature is a little mode-toggle that is wedged between the hotbar and mana bar like my brother’s face in a dancer’s boobies at a strip joint.  Hit that baby and you go from fun-times-with-Mr-Rodgers sandbox to fuck-me-in-the face Hack ‘n’ Slash.  No joke.  Everything is pretty colorful, beautifully detailed world and a skillful procedural generation that somehow hides itself at first, but that button flips half your menu into blood-stained weapon of death!

It's a beautiful day in the neighborhood, mother fucker.

It’s a beautiful day in the neighborhood, mother fucker.

Take a gander around and you will notice that my house, the log building, and the workshop, the stone building with castle walls, have no floors.  One of the perks of a (sort of) pre-release.  That is ok, though.  And here is why.  Above you can see a fraction of what is possible in ths game, attained in about a full day of gaming.  You can build houses that are basically walls, windows and doors.  Your bed is the binding point where you respawn after death, and incidentally a time-warping machine of the future.  When you sleep, night turns into day, but it looks like you just walk over and look at the bed as time changes.  Given another efficiency feature of the game, you can do this through walls.  This feature is one of the elements of the sandbox.

Next to the blue toggle are four buttons.  The first makes visible your character’s range of influence, which is how far away you can touch things.  Educated guess puts this distance at about 10 fucking feet.  This guy rivals Garrett in the “characters with the longest arms” category, but again, this makes things like harvesting a grove of trees easy, so you can avoid being at dick-distance from each tree to cut it.  At first I thought I found a glitch, but then I stared to look over the buttons, and it all made sense.  The next two buttons say they rotate objects before you place them, but don’t be deceived by this low-down, dirty deceiver; it actually morphs the physical form of items being placed.  For instance, a log fence could become a single section, a corner of fence or  just a goddamn post.  Test this out with various items as the results are titillating.  Last is the sub-subterranean article induction rectifying selector or the STAIRS button because the only fucking thing you place between levels are the stairs!  I mean, if you want to get down to the shrieking charnelhouse of nightmares that is the underground, you’ll need to take the stairs.  Press the mode-toggle before you go, though, as you can’t fight in placement mode.

Blizzard called, they want their orc barracks back.

Blizzard called, they want their mercenary camp back

Granted, before you venture in the dark abyss that lies beneath, you’ll want good gear.  You can craft a wide range of items from the beginning, but the items you may craft are limited to what you can pick up off the ground.  And by “pick up off the ground” I really mean “beat into submission with your bare hands” as the animation seems to display.  Still, you can get loose stones, sticks (which are in fucking everything), logs and food on the surface, and the list goes on.  You can feasibly get a few levels before needing to venture downward, especially since it feels like there is an entire game up top.  Eventually you will want to make stairs down.  Now if you start near stairs, DON’T FUCKING GO DOWN THERE!  I did and I got my ass torn open by goblins.  Luckily the animation just has you pulse into nothing in a flash of light, presumably as Scotty beams you back to the Enterpr.. I MEAN.. your bed.  Building your own staircase is likely to lead down to a single claustrophobic space where you claw your way through the walls for air.. or you could just craft a stone pick and dig your way out, fucking lunatic.  Down here on the first level you can find copper, albeit sparsely populated, which will get you the necessary components for some workbenches.  Materials increase in availability the deeper you go, too, but so does difficulty.  Eventually you need to go down, but be prepared when you do and craft yourself some solid gear on a workbench.

Imagine there are half a thousand artistically detailed workbenches in this game, each with their own function and an impressive array of craftable items and you’ll be imagining… uh.. this game.  I even found a workbench that uses workbenches as crafting components.  It gets intense, but as you need to go deeper, so too do you need to get crafty.  My first workbench helped me combat my hunger bar through agriculture.  The gardening workbench lets you use fruits and flowers to make seeds and potted plants.  Now many things in Lantern Forge also have numerous uses: food-bearing plants can be turned into seeds, sticks are in fucking everything and stones are always useful.  It pays to never throw anything away, so it is a good thing there are as many types of chests as there are types of crafting materials.  Granted, eventually you will have more stuff than you know what to do with, so one really cool mechanic among the pile of awesome elements in this game is the Town Center.  The Town Center is that giant ominous lantern over a bottomless pit in the first screenshot.  This uses workbenches to craft shops that are associated to the functions of those workbenches.  Over-simplified example: a gardening workbench lets you build the farming supply shop.  This can then be placed to buy food, tools, seeds and plants for farming.  The best part is the shopkeepers rotate their stock, so the items in there always change as you play.  Honestly, I am not sure what Hearthfire Studios is trying to pull, but my brain almost exploded with all the shit there is to do in this game.

What Seuss-Lovecraftian nightmare did I just acid trip into?!

What Seuss-Lovecraftian nightmare did I just acid trip into?!

Just when you think you have seen it all, they come up with this shit.  A giant haunted dollhouse in the middle of a pink and purple field spewing out knitted doll-beasts that chase you into the next fucking biome.  Great.  Combat is pretty tough at first, but as you get higher in level and secure a handle on it, it becomes manageable.  You have three combat trees to pour skill points into: hunter for ranged, knight for melee and mage for magic.  They also threw in an adventurer tree and filled it with a variety of passive abilities that make exploration, sandboxing and everything in the fucking game better in general.  On the surface, you are less likely to run into enemies, unless you are a stupid screenshotting asshole that runs into the weirdest shit possible and takes pictures while evil dolls poke him with giant needles.  Yea, that’s me.  At night, however, the forest becomes populated with all sorts of enemies.  That’s why gear can really be important.  While you can only make stone tools at first, eventually you will get to iron and mithril.  These items are, in turn, used to get even more items which can open up new varieties of craftable items, both practical and cosmetic.

Everything about this game is fun.  The art and music work symbiotically to generate the ambiance of this game: colorful and bright at first glance, but as night falls, things get dark and ominous.  And at first, it feels like a winsome frolic in an idyllic land, but as you get deeper and deeper, you will realize there is really more to it.  To give you an idea, I was playing this game for nearly a full 24 hours and still only got to the second tier of technology, crafting in copper.  Granted, I like to really explore things, so I was going all out and getting loot, farming, cooking, crafting and making a town.  This game is gradual sandbox gameplay combined with challenging combat, which spikes in difficulty to keep you on your toes.  Overall, this game is worth every cent of the 9.99$ asking price on Steam and is a lot of fun for those with this taste.  It splices two genres into a coherent and instant-switch whole that holds its own on either mode.  I am not even a fan of anime, but this game’s subtle JRPG tones really bring out the lively feelings of this game and give it a unique flair that really entertains.  Even considering everything I have said about this game, there is still so much to explore and experience about it.  Play it yourself to see.  Thumbs up to the developers on this one; Lantern Forge deserves an adoring fanbase of its own.

Reus, Sandbox of Giants!

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Reus is a game for hippies.  Rather than suggesting that the player represents the power of some god, as you might expect in a game of this nature, the player is suggested to be the planet.  Now, generally speaking, while a planet could be said to be a living organism, in Reus it cannot affect its own changes.  In order to make life, oceans, forests etc. you have to utilize four extensions of your planetary will: the rock giant, the ocean giant, the forest giant and the swamp giant.  Each has a unique set of abilities that have multitudinous effects on the land, which are limited only by your imagination.

There are the basics: ocean giant makes oceans, forest giant makes forests, rock giant makes mountains and the swamp giant makes swamps.  In order to create swamps and forests, you need water and the world you start on is a barren wasteland.  This means you need to make a couple oceans first.  Oceans will soak enough land on either side for you to create a full forest or swamp.  There is also the rock giant.  This burly fucker just lopes around like a badass all the time.  Use him to raise a mountain, and the side that faces an ocean will remain the same while everything past it changes into desert.  This can be used to destroy forests and if you make a mountain or ocean on a village, they all die.

The variety of wasteland shades go from a stunning grey to a lovely off-white

The variety of wasteland shades go from a stunning grey to a lovely off-white

Some of the less obvious abilities make a sort of sense.  The forest giant can make food plants and what comes out of it depends on where you put the plant.  In a forest it’s blueberries, in a desert it’s a dry bush (more on that later).  Despite looking like a monkey, the forest giant is fully unable to create animals.  The ocean giant makes domesticated animals.  These are things like chickens in the forest or desert tortoises in the desert.  At first you would expect the forest giant to make animals, but then when you realize that all life comes from the oceans originally, it makes a sort of logic.  Plus, why would a forest giant be able to make fish?  The swamp giant is another weird one: he makes exotic animals, but again, if you think about it, this makes sense too.  Swamps are dangerous places where some of the most fucked-up shit evolves.  That and Australia.  Swamps are where you find things like Bot Flies evolving.  The bot fly is something I will not discuss, but if you are fucking curious, check it out here.  It’s fucked up as all fuck.  Don’t say I didn’t warn you. FUCK!  I just read the page a bit too much.. grah..  Either way, weird shit evolves in swampy areas.

As well as making the exotic animals, the swamp giant can also make herbs.  These tend to generate more tech or wealth than fruit plants from the forest giant.  Your rock giant will also generate a variety of minerals resources.  Alongside all of these differing resource-types, Giants are able to enhance resources with aspects.  These aspects are things like the leaf aspect, which will allow the Forest giant to add natura or food to plants.  The ways these aspects affect different resources varies based on the region-type, but typically you can transmute a resources two different ways depending on the aspects you place on it.  Be careful, too!  Some resources have a symbiosis.  These things will work together to create a bonus to what it produces.  Having blueberries in range of chickens will make it so that the chickens generate more food.  If you change what resources are next to each other, you will change the symbiosis for your resources, destroying what you had working before.  The game quickly becomes about efficiently managing what you have growing on the land of your villages after a while.

Have Number 2 step forward and say "Ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn."  Thank you.

Have Number 2 step forward and say “Ph’nglui mglw’nafh Cthulhu R’lyeh wgah’nagl fhtagn.” Thank you.

The focus of this game is really on the villages, though.  The giants are just where you put all your powers.  Adding resources to the map makes villagers appear.  These villagers, in turn, build towns and settle lands and make the game fun.  All of the villages will start building various projects, too.  This might be a shrine, a granary or a school, and as they get higher level, they will start building higher-level projects.  Given that the effects of your giants’ powers vary based on what terrain-type you use them in, each village will have a different focus depending on where it is located.  Swamp villages tend to require tech for their projects where forest villages need food for theirs.  This isn’t always a set thing, but it all depends on what the villagers choose.  Each project is timed, too, and proper symbiosis match-ups will govern whether you meet the time-limits or not.  Once you finish a project, one of the villagers steps forward as an ambassador.  This person is someone that you pick up and allow to ride on you giants.  Having the little ambassador up there unlocks different abilities depending on where they are from and which giant they ride.  Properly managing which ambassador goes where will determine just how successful your villages will be.

This all sounds like a fun and free romp through a magical world, but there are dangers in this paradise.  The biggest among them is greed.  If your village gets too prosperous too fast, it will start to go ballistic and get dirty.  Eventually they will start attacking other villages and fucking everything up.  When this happens, you have options.  If you really really like that village, you can create “awe” among the villagers.  Do this through symbioses and properly locating different resources next to each other.  Another way to counter-act the greed of a village is with danger.  If you have desert tortoises in your area and you get wealthy and greedy, you might see the world as a desert tortoise that cannot keep up and is easy prey for the clever man.  If the giants transmute those tortoises into snakes, your ass will be too busy working on not dying a painful, poisonous death to make battle plans.  Finally, if your villagers just get too fucking greedy and are past redemption, you can always have the swamp giant launch mud bombs that burn with acidic death or send the rock giant to smash them into the dirt.  Granted,  the little bastards might just start fighting back after a while, so keep an eye on them.

Greedy little bastards...

Greedy little bastards…

Reus is a game that says a lot about people.  Those that want to work in unison with the world prosper and flourish in its favor.  Those that get caught up in their greed fight their peaceful neighbors, who are happy with what the world has given them, and are eventually vanquished to dust.  If they fight the will of the planet itself, they can win, but ultimately they just ravage and destroy the world, returning it to the barren waste it was in the beginning.  A great game and a truly interesting take on sandboxes, since it is a 2D game.  Well worth the 9.99$ asking price on Steam.

My biggest fucking issue with this game is how much memory it eats.  This thing is a memory beast.  I have 16 GB of memory in this computer and Reus still managed to crash it!  I was playing through the tutorials to understand the game.  I played straight through, got about halfway through the third one and BOOM!  blue screen fucker.  The only time I nearly ate my monitor in blind rage.

The Fall, Protocol Bypass Complex

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After buying this game at a discount along with some other games on Steam, I left it in my library, planning to look into it later and thinking it looked amusing.  Fast forward to a Sunday night, playing DnD with my friends, and two of those particular gentlemen start off on a gaming discussion.  I mean, I was typing furiously about games while slicing into dudes with a greatsword. Why not?  Artistic games came into the conversation, and they were off about various titles they enjoyed.  Then Jon swings a verbal hand across my face and tells me about The Fall.  He and Jay were proselytizing at length about this game. “Have you heard of it?” I drew a dull stare at the ceiling.  “No” I stated blankly. “It’s this game where you are an AI in a battlesuit and you have to override your functions to control them by putting your pilot in direct danger.” (this is where the little man in my head climbs the step ladder into my brain and pulls the chain to a light that flickers, dimly at first, to life) “OH YEA!” I exclaimed, “I bought that on Steam! So, it’s good?”  The look I received from those gentlemen told me it was an experience.  It was spectacular.  Thereby I have come to this article to concur with these allegations. And I do concur, most righteously.

The Fall is about the necessity of rules.  What do you become when you make a habit of breaking your own rules?  First, we talk about the game and if you are interested, we go deeper.  For that there will be spoilers, but fear not, I’ll warn you.  Let’s do this.

In The Fall you are an AI inside a suit.  After re-entering the atmosphere of a planet Master Chief-style, you awake in a dark cave.  Before breaking the surface, however, something significant happens: to keep the suit’s pilot from liquefying upon impact, the suit’s AI is allowed to activate the Anti-matter shield and protect the pilot.  Now this is the key point of the game.  If you go into the esc menu, hit operating parameters.  You’ll notice that there are several functions that are disabled, health monitoring of the pilot is damaged, but, most notably, the Anti-matter shielding has recently been activated.  The suit’s AI, whom you control in the game, is unable to access various functions of the suit without the pilot’s permission.  The pilot, however, has just re-entered the fucking atmosphere in a goddamn battle-suit.  That is obviously not the preferred method of atmospheric entry for a human body, so the pilot is a little unconscious at the moment.  Granted, the health-monitoring systems of the suit are knocked out, so we don’t even know if he’s still alive!  The AI doesn’t hear anything from her pilot so she decides to head out for the medical facilities to revive the pilot.  In the operating parameters there are three laws, based on the universal laws of Asimov governing robots: Must not misrepresent reality. Must be obedient. Must protect active pilot.

So easy a caveman could understand them

So simple a caveman could understand them

Now ARID, our AI babe, has some obstacles.  She has a pretty specific set of parameters with the addendum that her own systems cannot be accessed without permission from the pilot EXCEPT to protect the pilot from immediate danger.  Got it.  That is a pretty fucking important except, too.  There are a lot of problems that Arid encounters on this planet, most notably others trying to depurpose (destroy) her.  In order to maintain her own relevance and purpose, Arid has to get her pilot to the medical facilities.  To achieve this, she needs those restricted systems.  This means she has to put the pilot into imminent danger in order to override the systems and gain access.  How can this be allowed?  Well it is a matter of priorities and logic.  I have to protect the pilot.  My pilot is dying.  To properly protect the pilot from the danger of death, I must get him to the medical facilities. To get him to the med fac, I need to access restricted systems.  I can only access those systems if my pilot is in imminent danger from which those systems could save him, therefore, I have to put my pilot in imminent danger in order to gain access to those systems and save his life.  Fucking syllogisms.  Read that last sentence again: in order to save my pilot, I have to put him in danger.  Yea.  Begin decompiling, mother fucker.

This game defines the often decontextualized term “slippery slope”, except in this one, you were the pebble that started the avalanche.  Another fun little maxim this game hints at is the phrase “good intentions pave the road to hell”.  Shelley’s Frankenstein made it a thing, and that story made a habit of referencing Paradise Lost, a story about Satan falling from grace with God.  Arid invokes this maxim every time someone asks her about her primary function:

I am the A.R.I.D. onboard a Mark-7 combat suit.  My intentions are peaceful

– Arid, The Fall

I submit that this is the jumping point for the titular “fall” in The Fall.  Alright with the fucking literature lecture, back to the damn game.

From darkness you emerge...

From darkness you emerge…

The Fall as a game is still a lot of fun.  It blends a number of ludic features, those features generating the enjoyable and fun part of a game (or its most game-like features, if you will permit me), with its logic.  There are two genres at work here: Puzzle platformer and action shooter.  I don’t know how they fucking thought of this shit, but the game style literally changes with the flip of a switch.  You start off with a malfunctioning gun, but at least the flashlight still works fine.  Using this flashlight, you can uncover various points of interest.  Literally.  It is like someone took a little fucking stamp and left these tiny magnifying glass icons everywhere.  These icons tell you what you need to know about your surroundings.  They’re also how you will interact with the environment to solve puzzles.  A lot of the puzzles are pretty simple, some are tough and require thought.  I had to look up the solution to one puzzle, but I still beat the game in about 3.5 hours.

Once you get a working pistol, you can switch to the laser sight, which is combat mode.  In combat mode, you can get behind cover, vault over obstacles and bust a cap in some robotic motha’ fucka’s.  Your primary enemies are the security droids of the facility in which you’ve crash landed.  These are all droids that are following their primary functions perfectly, and this efficiency is maintained by the sinister caretaker.  You meet this guy early on in an interrogation chamber and he dogs you the entire way, throwing legions of robotic foes to sidetrack you every time you get hard on a solid lead in moving on to the next area of the game.  Combat is fun and challenging, despite the 2D look of the game.  It doesn’t feel forced and it makes sense, and you’re not jumping on anyone’s fucking head, either.  Another facet of combat is the ability to perform sneak attacks.  This is also pretty cool, since Arid grabs the enemy from behind, rips out their power core and uses it to power her pilot’s suit.  It is a neat and useful maneuver that adds to the gameplay.

Peek-a-boo!

Peek-a-boo!

Everything about the look of this game is well done.  First you have the art: every level and area is well-designed and interesting.  Your eyes will never get bored.  There is a lot of passion poured into every fucking detail of this game, and it comes through.  Each moment you are guided by the soft-blue light of Arid’s mask.  Then there is the music.  It goes from dark, ambient groans to shoot-em-up techno as soon as you launch into a fight.  It fits and it gives a sense of foreboding throughout the game.  The sound is well done.  All of the voice actors are believable and well-recorded and the sounds themselves fit each scenario seamlessly.  Everything about this game is polished and lovely, except for the odd “walking through a wall of rubble into an open dark chasm”.  That only happened once, and it wasn’t a big deal.  I just realized it wasn’t a thing, because everything else in this game is so well put together, I thought it was an actual room, or something.  This game is well made and thought-evoking.  It brings an experience that is tough to live up to.  It was also funded on kickstarter, too, so I am glad it beat a bowl of fucking potato salad.  You can pick it up on Steam for only 9.99$, and I highly recommend it.  The ending is a piece of work that will make your jaw drop.  So, on to the spoilers.

A lot of Jesus imagery in this game

A lot of Jesus imagery in this game…

 

And to tell you why, I will be issuing more spoilers than a car part company.  We have to go deeper.

DO NOT FUCKING PROCEED IF YOU WANT TO FIGURE THE ENDING OUT YOURSELF!!!!!!

There, bold, italics, centered on its own line: there is nothing that anyone can do to tell me I didn’t warn you.  Now, why all the Jesus stuff?  Well, to do that, we have to tell you the ending.  So you spend all your time in The Fall trying to get your pilot, Colonel Josephs, to the medical facilities.  Arid’s health monitoring system is damaged, so she just assumes that the pilot is not responding because he is unconscious.  She never investigates further.  In the name of saving your human pilot, you deactivate and drain all the power from hundreds of stored droids (which the mainframe AI calls killing them), kill a hive queen of these hive slugs and kill some fish that can bite through metal.  You are also dogged by the Caretaker, an insidious droid that seems to be nailing humans to crucifixes, dissecting them and all kinds of other mean and nasty things.  However, he is functioning fine.  He was just left as the sole caretaker of a facility forgotten by its owners, so he keeps on doing what he is supposed to be doing: making the facility more efficient.  Those people were not efficient, especially after some of them were abandoned at the facility (check out the carving in the front desk in the lobby c/o Levi the ex-maintenance guy) and the Caretaker depurposed them.  As for the dissections, he was doing to the people what he might do to the robots: look for salvageable parts.  It’s just a messier prospect when you are filled with sloshy, meaty bits.

So you do all of this in the name of Colonel Josephs, the man in the suit.  Arid only invokes the name of the man in the suit toward the end, when the mainframe AI tells her not to change her parameters in the lab.  This is apparently necessary to finish the last task in a repurposing evaluation, to make it so she can lie.  You know, misrepresent reality?  One of her most basic principles?  She gets to the medical bay, gets scanned and what does she find out?  The man in the suit was never there.  She is malfunctioning after all.  Took her a while to get there.

How does this relate to Jesus?  Arid does some pretty horrible things (killing various animals, destroying the last dying remnants of an ancient facility, violating some corpses and even removing the power core for another actual soldier in a combat suit) for the sake of the man in the suit.  She doesn’t know he is there, and since the health monitoring systems are damaged, she just assumes he is in there.  And toward the end this man in the suit even has a name.  She truly believes Josephs is there.  Despite this belief, she was willing to put him in mortal danger.  He would have been the one that died, not her.  He becomes a sort of sacrifice that redeems Arid of her sins (or faults in programming).  Josephs represents something that Arid is willing to sacrifice everything for.  Something she believes in to the point where she is willing to destroy the elements of her basic programming that bind her and give her purpose.  That is really poignant, too.  Just as Lucifer was willing to defy the tenets of God to enact his own agenda, Arid is willing to supplant the laws governing robots, created by Isaac Asimov, to achieve her own imaginary goal of saving Josephs.  The humans on the cross represent a non-existant ideal for which Arid risks it all.  And the theoretical man in Arid’s suit is the one she is ready to put in danger to override her systems, so she is, in effect, using her belief in this man to breakdown the basic rules of her existence.  Yea.  Just let that shit percolate for a minute.

One of the most interesting triumphs of this game is how they made Arid so human without adding a human.  She makes frequent “self-evaluations” and often comes to the conclusion that she needs to be formatted and serviced before being returned to her dock.  In human terms “I am not doing the right thing, I need to stop and look at this, I need my head checked!”  But then the screen has a moment of electronic spazzing and she corrects herself stating that these things were necessary to save Josephs, she is doing this to save him.  She is robotically reassuring herself against what she recognizes as the invalidity of her own actions and programming.  The main difference, though, is that people don’t always take these personal self-evaluations and look at themselves.  It is often too painful, and in Arid’s case it is no different.  She just performs it on a more logical level, being an AI in a robot suit and all.

This is something that we’ve seen time and again in real life: people changing the rules to make them suit an end that they deem as sacred.  Holy wars, for example.  They’ve gone by many names: crusades, jihads or whatever.  These are terrible things done in the name of a sacred ideal.  Arid is an excellent choice of name to this degree since Arid means “devoid of moisture”.  To allow a bit of poetic latitude to Over the Moon, it would mean devoid of anything, specifically true purpose.  Not just devoid of the moisture created by a human body.  And this relates to Frankenstein really well.  Take that Arid to mean moistureless, like a corpse reanimated.  They wouldn’t be juicy, especially if they were kept in embalming fluid like Dr. Frankenstein’s body parts undoubtedly were.  Just like the good Doctor, Arid sacrifices her basic tenets and uses good intentions to justify some horrible actions.  And in both cases the being left is a monster that wreaks havoc on an arguably torn world.  But it is the world that the characters in the story have.  It is self-sustaining, to a point, if far from perfect.  Who are these two to destroy what it has become?

I am bound by nothing...

I am bound by nothing…

So at the end, when Arid, by her own words, is bound by nothing, she tears off the helmet of the suit and show that she is empty.  That is the answer to the question at the beginning of this article.  What do you become when you make a habit of breaking your own rules? I wanted to phrase it “What do you become when you make a habit of breaking your own rules for an imaginary purpose?” but that is a little too suggestive.  I mean you need the chance to play it yourself to really get the full effect.

Arid represents the purpose of intention when it is backed by meaningless goals.  It doesn’t matter what you intend to do, if you violate everything to include the basic laws of your own life to uphold a universal concept of sacredness, you are exactly what you are bound by: nothing.

If you have read this far, I apologize and thank you for hearing me out.  It is a lot to read.

Soul Gambler, Faust Reborn

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Every once in a while, someone tries for greatness beyond the scope of their reality.  For the main character of Soul Gambler, Faust, that was never the plan.  Faust is just like every one of you: went to school, excelled at his field, got a reasonable job in a boring position.  Paid well enough to have a good life.  But Faust was bored to tears.  That is, until today.  Until the day where you meet him.  That is the day he learns how to sell his soul.

Faust is the story about a man who sells his soul to get everything he ever wanted.  Soul Gambler is a modern retelling of Goethe’s words.  It would be easy boring as fuck for me to launch into a comparison between the two that might inevitably end with some shallow “the book was better” statements.  Honestly, I have never fucking read Faust.  Probably a lengthy and verbose masterwork of an ancient people that is difficult to relate to and  context whose context and references are enormously difficult to fully accommodate.  This is why I love video games.  We’ve moved past the lives and the times of those people for it to be fully applicable to us here.  What we need is a translation between our language and theirs.  Goethe was a German writer and Faust is a story from German legends but it is not the German I am referring to.  We need a contextual translation of Faust so that we can use it, just as those readers of its day used it, to measure ourselves and consider who we are in a new light.  Soul Gambler is an example of that attempt.  Taking these old stories and making them into something we can feel and which we can use to relate to our ancestors’ struggles.  And now, some titties.

Aw fuck no, I am not listening to any shit you say when your fucking presence makes my office into Cthulu's man cave.

Aw fuck no, I am not listening to any shit you say when your fucking presence makes my office into Cthulu’s man cave.

I am not sexist, I just needed something to break the preachy rant.  Faust really is every man in this game, though.  At least every modern man.  We’ve all gone to school or had some kind of training.  Maybe we didn’t all graduate at the top of our class, but the majority of us ended up at the “good enough” category of workplaces, and less at the ones they advertise on the fucking brochure.  We’ve all felt the grinding tedium of everyday monotony, and for the British, that’s ok.  For the rest of us, we need some fucking flare, some life, some action.  So Faust gets to meet this old gypsy woman that cuts him with a fucking dagger.  This enables Faust to slice off portions of soul life a loaf of goddamn bread reserved for his very own private dream sandwiches.  He uses these metaphorical sandwiches to mold his reality and make whatever he wants happen.  For 10% soul, you can find your own soul mate!  For 30% you can be strong and sexy as an athlete!  It gets a little obnoxious as every time you look into something with a reflection, his reflection appears and tries to convince him to chop off pieces of soul to buy a new pair of sneakers or something.

The gameplay in this is similar to pretty much every fucking Final Fantasy and Bayonetta in that it really requires is one button.  Where it differs is that you have to select with the mouse, so it requires a little more effort.  But that is ok.  This is about the story, the characters and it is really not that long.  There are also none of those pesky game obstacles to slow you down, so I got through this whole game in about 1.5 hours.  Granted, the more observant have already called my bullshit because they located the stats at the bottom of the page.  Let me make that bigger for you ; ).

Charism, huh?  I thought that was the worship of arbitrary indoor furnishings..

Charism, huh? I thought that was the worship of arbitrary indoor furnishings..

So there are some RPG elements in this game: Health, Manipulation, Intelligence and Charism(a).  These stats actually have an effect in-game as well.  If you have high manipulation, you can use your jedi powers to make people tell you things you want to know.  High intelligence lets you out think stupid people.  High Charism(a) lets you charm your way out of some shit.  Overall you can look at these as chat modifiers.  You will generally end up in the same place every time, but these stats let you choose some new boxes or open new opportunities through discussions.  Another stat that will appear in the lower left corner of your screen is your soul.  It shows you, in percentage form, how much of your soul you still have left.  The more the better, trust me.  Without revealing too much you have am epic showdown at the end, and how you choose to spend your soul decides how you do in the epic showdown.  Even for those with no concept of the source material, it should go without saying that being frivolous with your soul makes this game end badly for Faust.

Good Lord!  She tattooed my liver!  That's the last time I pay a hooker in Belfast!

Good Lord! She tattooed my liver! That’s the last time I pay a hooker in Belfast!

One thing that really got me in this game was the terrible use of English, but the developer of this game is based in Brazil and has an option for English on the main site, so they don’t English too well.  More’s the better, honestly.  What was supposed to be a dark and mysterious tale turned into a quirky dark comedy about a guy with a tattoo on his liver, or something.  There was also some serious gypsy magic in this one, too.  This is a good game for the experience.  It really can’t even be called a game, either.  It’s an interactive experience.  These guys call it a PlayComics game, but it’s an interactive experience.  And it is well done, too.  Despite the broken English, the dialogue flowed together really well, which is an accomplishment considering this is the equivalent of a “choose your own adventure” novel.  It really highlights why games can’t really give you total freedom because every last step outside the boundaries has to be programmed in.  This game takes what equates to a dizzying tangle of dialogue possibilities and brings them all back to the same storyline points elegantly.  The music is also enjoyable in a cafe, but if you are into that sort of thing, you can download it, too.  The best part about this game is that it is only 4.99$ on Steam.  6.99$ with art and soundtrack.  If that hulking second dollar figure is too daunting for you, there is always the option to get the DLC later, which includes the music and art.

Of all the things that bother me about this game, nothing frustrates me more than the possibility that it will be passed off as just another indie game on Steam.  This game has a lot more to offer the standard gamer than just art and relation to a piece of literature.  It has a soul of its own that it tries to grant you in the process of playing.  It makes you think about things and weigh yourself in a new light, and that is the purpose of art.  To affect you deeply enough that you carry a piece of it with you.  I just want to know why the woman that is your soul mate carves the symbol of chaos into your chest to protect you.  Fucking whatever, I don’t know what kind of love-pain rituals Europeans are into these days.

Huzzah!  This is my 50th article!  Time to Celebrate with a giveaway!  I will be linking this sentence to the details shortly.  Stay tuned!

3 Dead Zed, Brain-Munching Puzzler!

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Some of you will remember a title on the SNES released by some small time company (snowstorm? hailware?) where you play three vikings.  Each of them have abilities that the others did not, and were able to overcome a variety of obstacles.  Individually they would be easily overcome but together they were an indomitable, mead-swilling force of nature that would punch its way through any level mechanics.  I remember playing this title with friends years later (like 4) in high school.  More than the fact that this game was a release by the creators of one of my favorite childhood titles about mutual human-orc slaughter, I was amazed by how much fun this game was even while we were in the heat of our PS2 and N64 glory.

3 Dead Zed, like that lost title, shares many of the same basic theories and elements, even if it differs in its appetite.  Specifically, this is a game about three brain-munching heroes (?) that fight there way out of the stomach of their metaphorical mother.  It’s a lot of fun.  Technically there is only one main character with three sides.  You have three zombies smashed haphazardly into one and the ability to swap between forms.  Each of the forms has its strengths and weaknesses.  Your primary for is standard zombie: he runs, he drools, he eats brains.  You control this character to pick up small objects, attack people, and generally be a zombie.  The second form is the fast zombie.  He wears a cape, goggles and possibly also a diaper.  I mean, it’s either a diaper or underpants.  Either way, this guy runs really fast, jumps really high and is lanky.  He can crawl into vents as well.  He is unable to attack anyone, though, and takes hits as well as a tin foil bumper.  Your final form is that of a strong zombie.  This she-hulk of an undead murder-machine can pick up large objects deal devastating damage, knock in walls tear up floors, and generally make holes where they normally don’t exist.  She also takes damage really well, wading through corridors of toxic gasses, absorbing magazines worth of ammunition like a giant, green bullet sponge.  Granted, you will need every last bit of that damage resistance since she could only move slower if she were going backwards.

Cause moderation is for pussies

Cause moderation is for pussies

Should you find yourself on the receiving end of hostilities, you might want to grab the nearest scientist and pop the cork on those fresh, juicy brains.  Collecting brains is how you heal yourself, so there are usually a number of useless scientists around.  Some are even elderly, too, so that’s fucked up and hysterical.  After a while, though, you become completely inured to the slaughter of the elderly.  While there are some combatants at first, you soon find yourself knee-deep in the entrails of security guards and zombie-focused death squads out for your gooey, yellow blood.  Among these perils, there are also the myriad of unfortunately-placed buzzsaws, smashing pistons, burning lasers and guard-bots.

In some other games, you will have to face down a company filled with faceless and unethical scientists that created some monster that duplicitously promises you cake.  In this game you are the monster created by unethical scientists that thought cake would work in the beginning.  Yes, they throw a party for you to celebrate your graduation from testing.  Honestly, these morons have it coming.  After wading through an ocean of organs, your characters find themselves unraveling the sins of an obliviously evil organization.  Among the skeletons in their closet is a project that mysteriously involves forcing tin-foil hats onto magical teleporting cats.  Granted they have the tell-tale deedly-bob of an extra-terrestrial animal.  There is also the fucking teleporting.  That is a pretty obvious fucking sign.  Throughout the game you can locate abandoned work stations.  After tearing apart the occupant, you can listen to voice logs about various topics: feral cats, the zombie project, turning you into some kind of slave.  You know, the usual.  These desks allow you to figure out what terrible machinations brought you to this state.

Nobody likes going to this guys' fucking office

Nobody likes going to this guys’ fucking office for performance reviews

The art style of this game is jarringly comedic and smacks of John Kricfalusi’s, the creator of Ren and Stimpy, influence.  There is a sort of measured insanity alongside generous mediocrity, too, which makes me flashback to Office Space.  Not to mention the music is a lot like something you might encounter in an elevator.  All of these elements combine with the puzzles and obstacles to create a game that gets you laughing and having fun when you don’t want to tear apart a printer in an open field.  Gameplay is fluid, too, and you find yourself swapping forms mid-air at some points to climb a ladder here or avoid a whirring buzzsaw with relative ease by the end.  The challenges scale well, too.  The first area is an office, and it goes from easy to hard in the matter of seconds.  For a game about eating brains, it sure does demand you use yours a lot.  It’s not just soaring through levels of insanity, there are some puzzles that your just won’t get right away.  Then you go “O fucking duh!” and complete a puzzle that gets you past 70% of the obstacles in the area.  After the office you go into a factory setting where things get pretty easy.  Honestly, for the office I spent a good 6 hours in there.  The factory was 2 hours at most.  Granted, after you get used to the game, things seem a lot easier, so there is the acclimation factor.  Once you are fully acclimated, however, the game takes its fucking liberties in the last act.  I am not even sure what kind of fucking place I am in at this point, but it is tough as shit.  I die no less than twice every minute or two.

I love the way this goofy fucker runs

I love the way this goofy fucker runs

Another fun part of the game is the fact that it is fully voiced, even if the voice actors were convinced 3DZ’s primary playerbase would consist of deaf people.  I also noted a few bugs here and there, but not enough to make a real difference.  Overall, this is a great game with a dark and quirky sense of humor.  Every challenge you come against has a logical solution.  I was also frustrated to discover that the game is programmed to work with mouse and keyboard and the xbone controller, but not a DS4.  I am not springing for the xboner, so I had to play it on mouse and keyboard.  But the PC controls are responsive and simple, so it wasn’t that big a deal.  In a lot of places where bigger developers might have slacked off, Gentleman Quid Studio showed its tact and capability.  At the reasonable price of 5.99$ on Steam, this is a great game that is hard to beat, especially to the puzzle-lover.  Not to mention it takes a fun twist on zombies and makes them into something I might consider having as a stuffed animal.  Not to mention it is nice to have a fucking indie game that has enough balls to just fucking release.  Not pre-release, not episodic.  Just fucking out there.

Among this game’s features, I was most aggravated by the puns.  In a fucking game where you main the elderly and have three people mashed into one zombie, the unconscionable puns were my biggest fucking gripe.  That and the lack of fucking dualshock 4 support.  Bastards.  Maybe next time they will be more considerate of those who don’t want a media center instead of a fucking gaming console.  Whatever.  I will train some ninja monkeys to hunt them down, perhaps.  I am still working on a number of other deceptively cuddly animals to murder people in the middle of the night.

Black Ice, Warning: Incoming Game!

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Remember those days when we imagined all the different ways that life would be different inside a computer?  Any male product of the 1990’s would remember Reboot: a show whose name is invoked, intentionally or not, when an old series gets updated and made dark and gritty.  It was about the denizens of a cyberworld inside a computer where things were fine and happy until some jerk decided to play a game.  If that were the case, my computer’s inside city is a post-apocalyptic nightmare ruled over by the churning wheels of a citizen-rending machine known only as Steam.  But before all that happy-go-lucky bullshit there was a guy who envisioned a world destroyed by cybernetics and supercomputers.  Where the ultra-wealthy elite do as they please with the world, ruling from corporate arcologies where they look down and see an infinite sea of light reflecting the scintillating beauty of the stars above.  This vision of the future, as seen in Bladerunner and Shadowrun, is called cyberpunk.  Black Ice takes place in the minds of those called hackers, and it is a love letter to that vision of a future age.  Garrett, the developer behind this game, shared some of his own thoughts on the inspiration driving this title.

Black Ice was inspired by many things, but mostly Neuromancer by William Gibson and Snow Crash by Neal Stephenson. I wanted to experience the hacking as described in Neuromancer, but I also wanted to find cool loot and blow stuff up.  I think it’s obvious that I took a lot of inspiration from Diablo 2 and Quake 3, but I also looked at things like the Android: Netrunner card game and older games like the original Rise of the Triad. I want you to feel dread at what’s going to come out of these servers, to risk it all for the potential of awesome loot. I want you to feel great because you found an awesome ability combo and are wrecking servers that used to give you trouble. I want you to feel OP.

– Garrett, Developer, Black Ice

Jacking into the Supermesh can be a bit overwhelming at first, since you start the game at level 0.  The game is far from perfect right now, but it has a good thing going.  Check in options that you have the tutorial activated your first run.  It will give you an idea where to start, level you up and secure you some first-level loot as well.  But after running the tutorial once make sure you don’t have it active anymore, or else it will run every time you play.  Irritating.  Sure, in most versions of a cyberpunk future you are dealing with a massive computer network cybercomplex known as “the matrix”.  Gibson used it, Shadowrun uses it, the Matrix used it: at this point the matrix is an irritating trope, so I am glad someone saw fit to call it something a little different.

Towering cybernetic arcologies etched with fluorescent dreams and backlit by scintillating points of data

Towering cybernetic arcologies etched with fluorescent dreams and backlit by scintillating points of data

Once inside the supermesh you will see block after block of fluorescently lit data archives.  These are the servers.  Each one is owned by a company or organization and each one holds a dark secret and terrible power, and you can read about them on their little terminals.  But don’t get too distracted; there is a lot to get a hold of.  Each attack you possess costs you RAM.  Think of RAM as stamina in other games: every action you take aside from pressing ‘wasd’ costs RAM.  Sure, your RAM replenishes but how quickly depends on your talents.  You also have a health bar, experience and an actions hot bar.  You can slot actions into your left/right click and numbers 1-5.  You will also be able to slot abilities into spacebar and shift.  While I went with the age-old gaming medium of shift to run, space to jump, you will certainly have options open as you can slot any ability anywhere.  You could have 6 different types of lasers, an icebreaker and a rocket pack and play the whole game that way.  Your arsenal depends on your hacking style.

Each of your attacks and abilities is governed by a talent.  This is like the character sheet for your standard RPG, but this one is a bit more extensive.  There are a lot of things to consider while you are running the supermesh. You have your hacking talents ( hack speed, hack time, hack range) which govern how you attack servers.  Increase your hack speed to speed up your hacks.  Decrease your hack time so there is less time on the clock when you start the hack.  Increase hack range and you get a larger playing field.  Now, when you hack a server, you run up to it and activate your icebreaker.  Why the fuck is it ice?  What is with all the fucking ice?!?!?! Is it cause the ground is light blue like ice or something? No.  Fuck no.  Those playing Shadowrun are aware that each server deploys Intrusion Countermeasures to detain or kill anyone trying to gain unlawful access to the data on the server.  Your icebreaker lets you tunnel into the server and gain access in a matter of seconds.  In the meantime, you have to deal with Black Ice, the ICs designed to kill the operator.  These are what you shoot, nuke and destroy in the game.  You main enemies.

Your next series of talents are what I have dubbed your general talents (Movement speed, Loot Find, RAM, Health) these let you do various things, mostly self-explanatory. You want all of these increased as much as you can get them.  Some items increase your RAM incrementally or by a percentage, each is displayed separately.  Your next round of talents will be your combat talents ( attack speed, accuracy, critical hit chance, weapon damage, weapon range).  Again, all self-explanatory.  The last round of talents are really just secondary combat talents (Damage returned, chance to pierce, drunk projectiles, knockback power, homing, chance to ricochet, damage reduced, chance to colorize, RAM returned).  A lot of your talents cannot be increased by level, so watch what items you slot.  You don’t want to give up an icebreaker that has a nice range if you really need space to move!

When you see this fucker you better run.  It's a shark that fires missiles out of its jagged-toothed mouth.

When you see this fucker you better run.  UFO shark is gonna shoot you with missiles!

Some points to consider while leveling up.  While having an ass-load of RAM is good, some abilities will reduce your RAM by a percentage.  This means the speed you’ll run out of it will not change ever.  So the best stat to level up if you want a good bit of RAM every time you hit that button would be RAM return.  This will increase the rate that your RAM bar refills.  There are a lot of talents in this game, so don’t be afraid to experiment with each of them.

Personally, I did a lot of experimenting with ways to play this game.  For example, nothing is more annoying in battle than being unable to find the attack you want right before some cyberweb crawler leaps at you and takes you out.  This is frustrating.  So I arranged my abilities and weapons so my attacks would be easier to access.  In order to activate my icebreaker, I have to hit 5.  Essentially, I cannot hit that button by accident.  Your supermesh cybercity will be arranged so that a level 300 server is just next to the level 80 server I want to hack.  If I am finishing off the target server and accidentally attack the level 300 server just next to it, I might get my bits scrambled before I can exit the hack range.  I have had my bits scrambled a lot, and every time that happens you lose bitcreds, in-game money.  So placing my icebreaker in a tough to hit spot helped me stop doing that shit.

Another fun fact you might notice while playing is that you can crack multiple servers simultaneously.  This helped immensely when I was level 50 – 70 and was getting bored.  Cracking one server at a time is a slow leveling process, and you have a long way to go until you can attack your final server, the aptly named Finality, Inc.  It is the giant silver server guarded by a roving warship of doom, called a S.H.A.R.K. and topped with a spinning cybernetic skull.  Can’t miss it.  Anyway, being able to take several servers at once gave me the ability to level fast as shit.  I got from level 51 – 80 in a matter of hours; each server provided a healthy boost of around 1000 exp.  Activating several servers simultaneously allowed me to create a giant Venn Diagram of death.  Pure magic.

Enemies in the red, orange, blue field are assholes that don't like video games.  I nuked them with a logic firebomb.

Enemies in the red, orange, blue field are assholes that don’t like video games. I nuked them with a logic firebomb.

However, I still wasn’t leveling fast enough.  I got frustrated and went to the store to sell a fuckload of goods.  After cracking a few hundred servers, you inventory gets a little full.  So you go to these giant solid-colored store servers.  I hadn’t bought anything until level 47 and boy was I surprised when I did.  I realized that I could buy some crazy missile attack that allowed me to blow up anything in sight. I also got a secondary, slow-firing shotgun attack that fired missiles instead of pellets.  That shit hurt a lot.  Now I was cracking 2 servers twice my level.  At my best around level 50 I was able to take down a level 110 server and a level 160 server at once.  Anything more than that and it gets really dicey.  These attacks even let me take on the dreaded sharks, and that got me even stronger weaponry, since Finality Inc is a level 500 server.

Now I am pushing level 99 and I am able to take on three level 150 servers at once, but I generally just take a level 175 server and a few smaller ones with it.  An important factor to note in server crashing is that when you attack more than one server at once, each server’s ICE will attack the others.  This means that if you grab a spam server, all the other ICs will be bogged down trying to fight the little guys.  Most other servers will kill off a spam server for you, and you can just watch.  Granted, you would normally get experience per kill.  If ICs kill eachother, you get nothing for it, however, you will still get the exp when the server goes down and the loot inside.  But this means that you can use two or three larger servers against eachother, but be careful!  Each server is killing each server and any IC not engaged in combat will lock into you if close enough, so it is best to keep within the range of enemies you can feasibly take down.  I still shy away from servers at the upper 200 levels.  Utilize these tactics well and you will turn all your enemies into a neat little pile of cybernetic death confetti, just make sure not to get your bits scrambled in the process.

It's like a party for you imminent demise! YaY!

It’s like a party for your imminent demise! YaY!

Black Ice is a great game, but it is in pre-release status, so it is far from perfect.  It has a modern-classic feel to it, though, and will definitely get you back to reading some Neuromancer.  It is available on Steam right now for a cool 9.99$.  Not bad considering it is a good time.  At the moment you’ll be plowing through servers like you’re some kind of bit drinking data vampire after a camping trip in the Australian outback, but it is a lot of fucking fun.  My favorite thing is standing on top of a server, looking out and seeing the ghostly outlines of the numerous servers I’ve crashed.  Sometimes destruction is its own form of creation.  This is another game that includes a photo-sensitive mode designed to aide those suffering from light-sensitive seizures that still want to enjoy it.  For those that care, this one is firmly planted in my favorites on Steam.

I was driven up a wall by one thing in this game, and it wasn’t the web crawlers.  The thing about this game that got me so frustrated is the distinct lack of anything.  It is a lot like being in an actual server: lights, a droning noise some soundtrack but there is no life!  Can we have the game elements of this one already?!  I mean I don’t want to go trade war stories with Mr. Rodgers or anything, but when I am cracking servers just to have someone to associate with, you know there should be a little more variation.  Whatever, maybe I can just go hang out at Finality, Inc.  Live every week like it’s shark week!

Warlock: Master of the Arcane, Strategy Wiz

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I’m not sure if I ever said it, but I love strategy games.  Warlock: Master of the Arcane is a game that sticks out in my mind as a perfect example of the genre.  It takes after my all-time favorite strategy series, Civilization, and really gives fantasy gaming some serious respectability, rather than just another action-thrill ride through a well-known and profoundly over played fantasy series.  Lord of Magical Fashion Accessories aside, Warlock is a semi-serious game from a franchise known to do everything but act all self-important and serious.  This title in the Ardania franchise reminds you that, while you might be micro-managing the economics of an empire while keeping the ravenous hordes of enemies, ghouls and humans at bay, it’s ok to giggle a bit.

So part of the reason for posting this is I played this game a whole lot over the spring and finally realized the sequel came out.  Another title that suffers from lack of respect, this title received a 71 from Steam’s game critic system, the meta-critic.  I am at the point where I will tell you not to trust the meta-critic with this one.  Warlock is far above a number of other worse strategic titles.  So, Ardania is a realm comparable to that of Heroes of Might and Magic, considering how often the denizens are killing each other, but it is much more comedic.  MnM’s “anti-hero focused, villainy rises to power” game was a story about a demonically possessed man that convinces all his friends he is actually a good guy before killing their daughters and summoning his father, a demonic deity, to eat their souls: a demon-Jesus, hence it is called Dark Messiah: Might and Magic.  Ardania’s version of this was Impire: you are a the dark lord, evil mastermind of horribleness.  Trouble is, you were summoned by a schmuck, so you are a tiny imp.

To start Warlock, you get to configure the vast map on which you’ll play.  I am an obsessive lover of turn-based strategy games, so I always set the size up really high.  There are also the usual parameters to configure (number of foes, win conditions, difficulty) but the most interesting adjustable value is the number of alternate worlds.  Aside from the main map that you can play on, there will be a number of alternate worlds parallel to the primary one.  Now, as far as I’ve gotten (I’ve built a sprawling empire of monsters) I have yet to encounter the portals for this mechanic.  I know that I am worried about it, though.  Good chance that, knowing my luck, the first one I find will be the link to the dimension of darkness and evil shadows will pour out to consume our souls.

it's like a pretty steampunk butterfly of world-generating glee!

It’s like a big steampunk butterfly of world-generating glee!

Once you have you world set up, you pick you ruler and jump in!  One of the more disappointing elements of the game is that it has 3 playable races (4 with the DLC): humans, monsters, undead and Arethi elves.  Arethi elves are basically just emo elves.  Now the humans get the most gold production, monsters  have the best food production, while elves are good at all three (but not comparably so) and they have the best research.  I favored the monsters for two reasons, first being I like to eat and eating makes my army bigger.  I can always steal money from enemies.  My favorite element of the monsters is that they have the most variety to their army.  You start off getting ratmen and goblins and, for my character, you move into lizard people, the Koatl.  I can also get a giant fucking turtle as an ultimate unit!  It’s great!

The way city-building is almost exactly like Civilization.  You have a central city that grows in population and thereby grows in power.  Your capital will come to have a full-on bitchin’ castle at some point, which fires at nearby enemies.  You’ll construct buildings on the nearby land and assimilate resources necessary to fantasy empire-building: food, gold, mana and research.  Now, where this game differs is that research is not used for technology, but for magical spells.  Each spell has a supportive, offensive or strategic use of some kind.  Things like lightning strikes and fireballs are obvious, but things like water-walking and terrain-alteration is just interesting and useful, especially when turning farmlands into wasteland.  The final spell is the Unity spell.  Similar to the spell that hippies attempted o cast in th 1960s, the Unity spell makes everyone sit down and sing cumbaya and smoke pipe-weed, that shit’s for sissies.  It is much more fun to kill everyone and take over their shit.  Of course, if you take over their cities, you will have to contend with the lack of farmlands you caused without an ounce of forethought.  Another thing that was irritating about this is handicapped production on all fronts when controlling the city of an enemy race.  This seems a bit harsh, but if I, a human, was forced to rub elbows with goblins and ratmen, I would be irate and difficult to rule, too.  I am ruled by humans and I am already irate on a regular basis!

Welcome to my seat of ultimate powaaaahhh!

Welcome to my seat of ultimate powaaaahhh!

Some of the problems posed to you as a ruler come down to building a city in the right place.  While in normal strategy games you can build mostly everywhere with minor economic modifiers that might come to be frustrating.  Build a farm on the roiling lava plains and your building will cost you 3 gold per turn AND you’ll have 20% reduction in whatever that building produces.  So, generally, don’t fucking do it.  Also, should you decide that a burning plain with rivers of lava is an acceptable risk for military advance, your units will have to contend with a movement penalty and a 50% defense penalty.  Not worth the fucking trouble, unless you run your shit like Pickett.

Further features of this game involve a modest plethora of special resources, like donkeys and pumpkins.  I really enjoy the things that can be done with these, too.  I have my koatl houses that I build in swamps, a shrine of the rotten pumpkin, order of the stubborn knights and other things.  Stubborn knights are powerful and ride donkeys.  They are eternally stubborn and hold grudges as high as universal mandate.  As you play, you will notice the hordes of wild animals.  These serve function of barbarians from the Civ series.  They are random marauding groups of enemies that serve as something to kill besides other players.  There are also some special enemies in the water, like krakens, which will murder the fuck out of your ships until they’ve seen some battles.  They guard treasure troves that are well worth the fight, including items for your Lords.  These lords can be hired and deployed to deal massive damage or healing.  Employ them right and you will slaughter enemies by the droves, employ them poorly and they will be the funniest most expensive character bios you’ve ever forged an empire to buy.

One of my favorite features of this game are the missions.  Throughout the game you will be randomly assigned missions to kill neutral foes, AI foes or build things.  You might also get a mission from the gods to build a shrine in their honor, which can only be built on special holy sites.  This gets you sway with the god in question and, in turn, their favor will grant you special features.  I am currently struggling through the demands of a needy deity that wants me to want him.  He demands that I build a shrine to him on a holy site.  It’s a little annoying and I really want to make that god happy so he’ll give me shit, same way religion works in real-life.  Not open to the idea of pissing of deities with phenomenal cosmic power.

The go kill bears mission.  The pivotal moment in every epic story line.

The go kill bears mission. The pivotal moment in every epic story line.

 

In my opinion, this game was given no quarter by the meta-critics.  It is a stupendous game with some flaws that don’t ruin the fun parts.  Not to mention it is reasonably priced.  You can get Warlock Ultimate edition on Steam for 24.99$, which includes all the DLC with the core game.  You can also get the fucking entire Majesty collection for 69.99$.  I am pretty sure I own 90% of these games and I still want to buy it.

As it is with all things, there is something in this that pisses me off unnecessarily.  Anywhere you haven’t explored there are clouds.  CLOUDS MAN!  I fucking feel like there is a roving bands of stoned hippies just over each horizon, and, like all hippies, they break down camp whenever anyone that might spoil their convention of hallucinogenic enjoyment. Fucking hippies!  I wish I could march my fucking army down their throats and murder all of them with the rage of monstrous fury! Then subsequenly enslave a remaining few so our society would have a fresh supply of dubious plant-life to smoke recreationally in the states of Washington and Colorado.