Showing posts with label PC. Show all posts
Showing posts with label PC. Show all posts

Sunday, 7 September 2014

This Week In Games, September 7 - 13: A Little Game Called Destiny Gets Released, Plus NHL 15, Velocibiox, Teslagrad, Fable Anniversary, The Keep, Worlds of Magic and A Weird 90s Bible Game Called Uriel's Chasm

Written By: Tyler

Hello everybody and welcome to another addition of This Week In Games: a weekly feature I do where I tell you why "indie" is not a genre.

Every week I go onto Gamespot and find out what games are coming out this week. Then I do a little write-up about the ones of interest, and ta-da, I get lots of money (or none at all). All release dates are North American because that's where I'm from. Sorry rest of the world.


September 8

Velocibox


Coming Out For: PC
Genre: Action
Gameplay: http://store.steampowered.com/app/317710/

Strap yourself in for this game. It is supposed to be incredibly difficult and the gameplay, from what I understand, is essentially running through corridors, dodging things and collecting items. It is fast and it does look hard.


September 9

Destiny


Coming Out For: Xbox 360, Xbox One, PS3, PS4
Genre: Greatest Game Ever, MMORPG/FPS
Gameplay: https://www.youtube.com/watch?v=tUHCO-qyA1A

There's this little game that finally sees a release this week: It's called Destiny, and it's developed by Bungie. You may know Bungie from their other small franchise, Halo. If you follow games I probably don't need to sell you on Destiny but that's kind of the point of this part, so here goes:

It's a first-person shooter/MMO/RPG hybrid, that is supposed to be epic in scope. You play as one of three different classes, and there is competitive multiplayer that goes along with the normal campaign. It feels nice to shoot, it looks gorgeous, and it's Bungie... they have a good track record. Just get Destiny.



NHL 15


Coming Out For: Xbox One, PS4, Xbox 360, PS3
Genre: Sport
Gameplay: https://www.youtube.com/watch?v=vbskn16gpQE

I haven't played an NHL game since '12, but hey... hockey games have come a long way since I started playing them. This looks more realistic, feels more realistic and I'm sure any hockey fan will be able to appreciate the depth of the experience. There was a time when hockey games didn't really feel like hockey games, but now you have to use the same kind of strategy that real players would use.


September 10

Nothing on this day.


September 11

Worlds of Magic


Coming Out For: PC
Genre: Strategy
Gameplay: https://www.youtube.com/watch?v=magRrO535gY

Worlds of Magic is hitting Steam Early Access on September 11. It is a 4X strategy game with randomly generated maps and big heroes. You have to kill enemies and expand your empire. There are over 300 spells as well!


Teslagrad


Coming Out For: Wii U
Genre: Platformer
Gameplay: https://www.youtube.com/watch?v=NYKEtHHyvgA

Teslagrad is a platformer coming to the Wii U. It was originally released on PC. The basic premise is that you have to explore a tower and you use things like a Teslastaff or Magnet Glove to solve the puzzles and defeat the enemies. It has a charming art style, and it looks like a lot of fun so if you're hankering for a game on Wii U -- which most Wii U owners are -- then maybe check this one out.


The Keep


Coming Out For: 3DS
Genre: First-Person Dungeon Explorer
Gameplay: https://www.youtube.com/watch?v=puDJWHvcpVQ

The Keep is a first-person dungeon crawler, and although the footage above is only Alpha, it gives you an idea of what the game has in store. It's influenced by the classic games in this genre. Explore and defeat enemies on your 3DS.


September 12

Fable Anniversary


Coming Out For: PC
Genre: RPG
Gameplay: http://store.steampowered.com/app/288470/

Are you like me and missed out on Fable? Well, if you're a PC owner, here's your chance to catch up on the first installment in the series. Everything is upgraded here, so if you want a good RPG to play, I've heard good things about the first Fable.



Uriel's Chasm


Coming Out For: PC
Genre: Platformer/Action/Adventure
Gameplay: http://store.steampowered.com/app/292630/

So.

I guess there was an unlicensed Bible game released in the 90s that I've never heard of, and Uriel's Chasm is it. It's... something. In this game you go on a quest that features the metaphysics of the KJV Bible, and you explore what God and Death means. The game seems to blend a couple genres, and the gameplay that I linked above makes it look kind of terrible and awesome at the same time. It's surely one of those games that may not actually be good but it's so insane it might be entertaining. Without getting too religious here, the Bible is pretty twisted and weird, so it needs a twisted and weird game to properly represent it.


That's it for this week people. If there was a game I missed, and you are able to pull yourself away from Destiny, then make sure to let me know in the comments below or tweet me @ArtBathednCrime. Or you could just write in the comments and say hi because it gets lonely over here. Peace out.

Friday, 5 September 2014

Everyone Is Out Playing Sims 4, Getting Ready For Destiny... And I'm Just Sitting Here Playing Hatoful Boyfriend (A Review)

Written By: Tyler
Platform Played On: PC




Visual novel games aren't something I'm entirely sold on most of the time. I'd rather just read a comic book more often than not, which I know means I miss out on some really good examples of the genre. If a visual novel offers me a lot of choices and I feel like I'm truly impacting the story, then it's fine. If I'm just sitting here clicking to read, that's more of a chore than anything.

Hatoful Boyfriend is a visual novel that has gotten a lot of attention since its original release in 2011, and even more now in its 2014 remake, because of its premise: You are a human girl in a school full of pigeons and you try to date them. Originally I thought you were pigeons dating pigeons, but no, the game has to make you question your own sexuality by slowly revealing your hidden desire to date birds.

I'm not different than a lot of other people. I know a weird concept is enough to draw me in. I'll buy into the hype, I'll eagerly anticipate something that's different than other things you see. That's the kind of person I am. I'm not entirely sure if I expected to like Hatoful Boyfriend or not, but it didn't really end up grabbing my attention when I finally sat down to play it.

Ignore the fact that you're dating pigeons and it becomes just like other dating sims. You make choices to try to date the pigeon that you've decided you like. This may or may not succeed. There are stats to manage like Wisdom, Vitality and Charisma but it's pretty unimportant and is more of an illusion to gameplay rather than truly being gameplay. I know it affects the game in a very miniscule way, but don't spend much time really thinking about that.

Hatoful Boyfriend consists mostly of putting you in places and making you decide what the best course of action is. Your choices do impact the game somewhat, and there are multiple endings to uncover, but was the plot really interesting enough to indulge in it numerous times?

That's the thing about Hatoful Boyfriend: Its narrative is deeper and more rich than one might think when looking at the game. The stock photos of birds and amateurish art work do a lot to try to hide the darker themes behind the cutesy visual style. This is not just a game about dating pigeons, after all.

You have to play through the game a bunch of times in order to unlock the true story. You may notice, even if you only play through once, that some things are odd and out of place, such as destroyed buildings or the fact you're a human (the only human by the way) and you live in a cave. Maybe you chalk these up to just being silly elements in a silly Japanese game, but they aren't, and once you unlock the final branch of the storyline, the game will clear up these issues and it becomes more intriguing than just being an adorable pigeon dating simulator that may or may not make you feel comfortable with your beastiality.

I also secretly want to be a girl so this game satisfies me.

I can give props to a game that takes a concept and then completely changes it around and gives us something we didn't expect. The plot does get more interesting and does show some good writing, and the parody leads into a legit complex plot about the school you're going to.

But if you're like me, then getting to the point that the plot unloads itself onto you is more of a chore than anything. It's simply not that much fun to play. You spend most of your time watching, and since you're expected to cover all the branching storylines, you end up slogging through it just to get to the good stuff. Why could they not just give us a way to unlock the story without doing this? It's lazy and and it's a poor excuse to force us to put more hours into the game than we might want to. Though I said above that you have choices, it's more superficial than a game like The Witcher 2 where your choices have impact... you do have choices but you have to end up making certain choices in order to progress in the game, ultimately. If I don't feel like I have real control in a game like this, it's simply not amusing to play.

It's not that Hatoful Boyfriend is terrible, it just seems more like a game you could get the same amount out of by simply reading a detailed plot synopsis on Wikipedia or something. I give respect for setting it up like a dating sim and then ripping the carpet out from underneath us to showcase something more expansive, but it's not a fun game. Defenders of the genre may take offense to that, but there are really good examples of this type of game out there.


Rating: 4/10
Verdict:  Has a plot that is darker and deeper than you may originally think, but it isn't an entertaining Visual Novel to play.

Sunday, 31 August 2014

This Week In Games, August 31 - September 6 2014: The Sims 4, Hatoful Boyfriend, Joe Danger, Dead Rising 3, Runers, Velocity 2X, Dance Central Spotlight, Warframe And More!

Written By: Tyler

Hello everybody and welcome to another addition of This Week In Games, a weekly segment where I post random cat pictures and videos in an effort to gain viewership.

If you follow this blog then you know the skinny, but to those who are new to this thing, I go on Gamespot each week and see what games are coming out. I pick the more interesting ones, whether they're good or bad, and I write a little bit about them and give you the release dates. I used to be more picky with including ports and whatnot but now I just put whatever.

All the dates are North American releases, as well, because that's where I'm from. Sorry people from better continents.


August 31

There's nothing, games are dead.


September 1

The Fantabulous Adventures of Hedgehog Holmes


Coming Out For: PC
Genre: Point-and-Click Adventure
Gameplay: I can't seem to find a video.

It's hard to really know what this game has to offer since it is hard to find anything on it, but it's a whodunnit story mixed with point-and-click adventure, all rolled up into a package full of cute visuals. Unless the visuals are just a way to throw you off the scent (get what I did there?), then it's probably a fairly simple, light-hearted take on the genre. But I say this ignorantly.


Hexcells Infinite


Coming Out For: PC
Genre: Puzzle
Gameplay: https://www.youtube.com/watch?v=0qi3ffxccFc

In this puzzler, which has 36 new challenges and the ability to randomly generate puzzles, you basically deal with patterns and destroying hexes that don't belong in the pattern. It's a little bit like Minesweeper, from what I understand. Anyway, there's a lot of content here for fans of this type of thing. Me? I'm too stupid to do puzzles.


September 2

Sims 4


Coming Out For: PC
Genre: Simulation
Gameplay: https://www.youtube.com/watch?v=0qi3ffxccFc 

The newest installment of the wildly successful Sims games comes out this week, promising pretty much a more in-depth experience with real personalities for the Sims. I haven't played a game in the series since the first, but I might check this one out to see where it has gone.


Velocity 2X


Coming Out For: PS4/Vita
Genre: Platformer
Gameplay: https://www.youtube.com/watch?v=RGsrGmIWxV0

As part of a cross-buy program for PS Plus subscribers, this game is actually free for the systems so there's no reason not to play it. It's a fast-paced platformer and it looks like a hell of a lot of fun. Throw bombs around, shoot all over the place, fight boss battles both outside or even inside (when you fly in them and take them down from the inside). I heard that the first Velocity was really good, which I can't confirm, but this definitely looks like a solid sequel then.


Danganronpa 2: Goodbye Despair 


Coming Out For: PS Vita
Genre: Murder Mystery Visual Novel
Gameplay: https://www.youtube.com/watch?v=dfOQV2UKiv0

There are three main game modes in this game: Daily Life, Deadly Life and Class Trial. Daily Life has you interacting with people, gaining things to trade in for skills and whatnot. Deadly Life is when you discover a crime scene and have to try to find evidence to help with the Class Trial, which is a trial where you have to find the culprit.

You also have things like a virtual pet that can be accessed by pressing the pause button, and it grows with each step you take. There are other mini-games as well present.


Warriors Orochi 3 Ultimate


Coming Out For: PS4, PS Vita, Xbox One
Genre: Action/ Hack n' Slash
Gameplay: https://www.youtube.com/watch?v=pCADiuSwGwg

Honestly, think Dynasty Warriors here, with perhaps a few little changes here and there to make them different. You beat down massive hordes of enemies like they're nothing simply by button mashing. I enjoy these types of games here and there, so I'm not being critical. I think simplicity is nice once in a while in games.


Dance Central Spotlight


Coming Out For: Xbox One
Genre: Dance
Gameplay: https://www.youtube.com/watch?v=KEWATlmbWtY

Finally, the killer app for Xbox One is here. Forget Halo, this is it. Okay, seriously, I've never been one for Dance games but I know these have an audience. So get your Kinect ready and do what you always do in these games: dance along with some of the "hottest" songs. Woo!


Warframe


Coming Out For: Xbox One
Genre: Third-Person Action/Shooter
Gameplay: https://www.youtube.com/watch?v=Pi0emSy-oeI

I have a bit of a history with Warframe. On PC I couldn't connect with my brother to play it so we abandoned it. When it came out for PS4 we played it a bit... enough to know what kind of game it is. Gamespot gave it a 6, but it's better than that. It's a fun 3rd person game where you can run up walls and stuff, with a variety of different types of characters to play as. It's free, which does put some things behind a pay wall, and some of the mechanics could use some polishing, but it's still a fun game... so this is a good thing for Xbox One.


Runers


Coming Out For: PC
Genre: Roguelike
Gameplay: http://store.steampowered.com/app/306550/

Runers is a roguelike, so what this entails is that it will have procedurally generated dungeons and death is final. However, you can collect runes to unlock unique skills, and there is apparently a bunch of customization, such as 20 races and 20 classes, the ability to be a long, mid or short-range fighter, among other things. If you're into Roguelikes, this looks like a fun addition.


Joe Danger


Coming Out For: PS Vita
Genre: Racing/Platformer
Gameplay: https://www.youtube.com/watch?v=krbY-qHR7rY

Joe Danger has been out for a while, but it's free on PS Vita this month. Stunt drive your way through the levels, flipping and crashing your way to victory. It got great reviews pretty much all around when it was released.


September 3

Apparently there's nothing here, according to Gamespot.


September 4

Cubemen 2


Coming Out For: Wii U
Genre: Action/Strategy
Gameplay: https://www.youtube.com/watch?v=R7X5BkFqozs

I never heard of Cubemen until right now... and I think I'm picking this up if money permits. It's an action game where you command your cubemen in what looks to be a pretty intense game. There seems to be a lot going on. There are five different multiplayer modes, two campaigns, the ability to make your own levels and even cross-platform multiplayer. I hope this does well on Wii U.


Tappingo 2


Coming Out For: 3DS
Genre: Puzzle
Gameplay: https://www.youtube.com/watch?v=EqwJ3VfT9rE

Here we have a puzzler for the 3DS. I put it here because it's a 3DS release. I know the original had some fans, and so maybe they'll be interested in a sequel.


Hatoful Boyfriend


Coming Out For: PC
Genre: Dating Simulator
Gameplay: https://www.youtube.com/watch?v=_SnF_Y2vnso

Ah, yes. Here we have the infamous pigeon dating simulator where you help pigeons get down. Will you succeed in this kinda awkward/kinda cool game?


September 5

Dead Rising 3


Coming Out For: PC
Genre: Action
Gameplay: https://www.youtube.com/watch?v=ObURLnfQxi4

The Xbox One launch game hits PC this week, so if you're interested in bashing zombies with whatever you can find -- I'm assuming that's still how it works -- then this is a game you may want to pick up. It will be an upgraded version, with better graphics and the like for all you PC master race members out there.


September 6

It's Saturday! So no, there's not a lot going on.



And there you have it... that's all the interesting games for this week. It's not a bad week, really. We got some big new releases, some interesting ports, and Hatoful Boyfriend. So the good, the bad and the weird are covered. If I missed anything feel free to yell at me on Twitter @ArtBathednCrime or just write in the comments below. Or write me a song and send it to me!

Thursday, 28 August 2014

A Super Time Force Ultra Review -- It's Time To... Die, And Then Be Joined By Ghosts Of Our Former Selves

Written By: Tyler
Platform Played On: PC


The indie scene has a tendency of shitting out games that look similar to this one. There is a nostalgia associated with 8-bit and 16-bit games at this point, and it often charms us into thinking a game is better than it really is. There are games that pray on our weaknesses of looking to the past, and then there are games like Super Time Force that allow us to embrace both history and the future.

In STFU -- get it? Of course you do, every site points this out -- you play as one of many soldiers, each with their own unique pros, cons and different abilities. You are part of the Super Time Force, a time-traveling military lead by Colonel Repeatski. The basic goal here is the same as most games, except with time travel: you have to save the world. Whether this means going into the future or back to the dinosaurs, you have to do it because it is your civic duty.

The story is silly. Let's just get that out of the way. It's also important to note that the game is extremely self-aware (so self-aware that it may become sentinent, if you leave it alone), so the ridiculousness of the plot only helps the experience. Throughout the game, you will be treated to the mostly clever and quirky comments of all the characters involved, as they rip on stereotypes and ride the novelty of the story as far as it can go. It's not the funniest game ever developed, but if you're anything like me it will make you chuckle a couple times, or at the very least, put a smile on your face.


The graphics are gloriously old-school. They won't appeal to some people who can only deal with modern graphics, but for those who appreciate different art styles and don't just see this particular kind as an attempt to cash-in on nostalgia, there is a lot to like here. The character models are fairly detailed, given the circumstances, and levels are alive with colour. This isn't a drab, dark game... it gleefully uses a whole arsenal of colour. There is also a lot of things going on at any given time, like bullets flying at you, enemies jumping around, four of your characters all dazzling us with their gunplay and footwork. It gets really hectic but the game never looks bad because of it... just a little confusing.

Not only that, but the levels themselves are carefully crafted. Look at the background and you will surely see something going on, which makes the world feel bigger than the 2D stages that you exist in. You can see rust on objects, splatters, the whole nine yards. Some people think that creating a game with these types of visuals is easy, but it's not. It takes a different type of skill set to truly bring this brand of pixels to life. Super Time Force clearly had a lot of attention put into not just making a game that appeals to gamers from the late 80s and early 90s.

The music helps reinforce where the roots of this game lie. You're not going to hear an orchestra as you're blasting baddies. You're going to hear all the bleeps, bloops and blomps that you would hear in an NES game. It wouldn't really make sense to do it otherwise in this case, since the game is so entrenched in where it came from, but it's reassuring to know that -- like the visuals -- there was a lot of care put into making the music good on its own. It's not Shovel Knight good in this regard, with memorable track after memorable track, but it helps aid the experience. Unfortunately, as I played, there was so much going on the screen at a time that I didn't have a lot of time to actually concentrate on the music. I had to listen to the tracks as I wrote this review.

The most important aspect of Super Time Force is the one that sets it apart from other games of its ilk. It's Contra having a baby with Braid: only it's not as fun as Contra and doesn't have the emotional depth to support its gimmick like Braid.

I'll admit that the game looked like a lot of fun when I watched videos of it. I admired Capybara's attempt to redefine/innovate the classic 2D side-scrolling shooter by introducing a feature where you can rewind time at any given point, providing you still have some rewinds left (you get 30 each level). I still admire them for this, but I think the actual execution is a little bit lacking.

What you will most likely find out quickly, if you don't already know, is that it leans more on the puzzle side of things than the action side. Sure, you jump around, shoot things, platform to different ledges, shoot more things, fight a boss, kick some ass... but perhaps more importantly is how you manage time. You will die, and you will die lots, but dying is a learning experience here rather than a penalty.

This isn't even the scary part.

Every time you die, you can just rewind time and restart that particular area. Only something is different when you come back: the old version of you fights beside you, mimicking your own actions when you played as that particular character. What this means is that you could have a bunch of different "yous" on your screen at any given time, laying waste in a much quicker and efficient way than you would by yourself.

This is important because you only have sixty seconds per level, so you're always racing against the clock. There are ways to slow down time or add ten seconds onto the clock, but it is a very quick and stressful experience. Super Time Force aims to constantly put you on edge, with makes rewinding time a little hectic because you don't really have time to breathe.

Some will truly love that element of the game, but they contradict one another and lessened my enjoyment with the game. It's sad to admit because I am a guy who constantly gives praise to innovation because we're at the point where games that try something new should be encouraged, but I think I would have preferred if Super Time Force had less time manipulation and less Contra.

The mechanics are solid, and the game is extremely polished, but I felt myself getting frustrated more often than I had hoped. It's a pretty challenging game, but that's not my complaint. It's that this race against time spits in the face of the puzzle aspects. You may be thinking, "But Tyler, when you're rewinding time you can essentially take all the time you need in order formulate a proper plan," but that takes away from the action. Braid worked because it never shifted tones like this: it was always just a puzzler. Contra worked because it was non-stop action and required skill. Super Time Force is stuck in some kind of purgatory where sometimes it fumbles over the very mechanic that got it glowing endorsements originally.

That's not to say that the time mechanics aren't sometimes fun. Early in the game, you have to save someone, and this is an excellent usage of the core mechanic because it slows the game down and makes you solve a real puzzle, as opposed to making you just spawn different versions of yourself in order to complete a level. It was thrilling when it was used like that, but those moments are few and far between.

Super Time Force Ultra also includes bonuses that the original release did not. Namely, it has fifty challenges where the focus is on the puzzle aspect more than the shooting, for the most part. This is a little more rewarding because it's more straight forward and picks a side rather than flirting with both.

I know some people will think that I didn't enjoy the game as much as I had hoped because I suck, but that's not the case. I'm not awful at the game, but I'm not great. The problem was that I didn't feel a desire to get better because of the constant shifts between wanting to be an action game and wanting to be a puzzle game. I'm sure there is a way to make this work better than Super Time Force did, but I'm not reviewing a possibility, and as it stands, STFU is a completely solid game that can be really really frustrating.


Rating: 7.5/10
Verdict: It has its flaws, and the core mechanic of rewinding time actually makes the game stumble a bit more than it should, but it is still a fun game. We should praise it for trying something different, even if it's not something we'd prefer.

Monday, 11 August 2014

Is Sacred 3 Even A Sacred Game? Peep The Review Here And Ignore That I Said "Peep"

Written By: Tyler
Platform Played On: PC


Despite never playing the first Sacred, I have a love for Sacred 2. It wasn't an easy love and it was one that we both had to work at, but it exists now and it's very strong. The first time I played Fallen Angel I hated it, but this was partially because I had yet to buy a TV that was capable of handling high-def graphics... so reading text on a screen was extremely difficult. In a game like Sacred 2 this was a huge problem. The second time I tried playing I didn't find the game that exciting, but I enjoyed it more. The third time is when I fell in love. I became head over heels in love with its particular brand of open-world RPG, the complex leveling system, the endless loot and even the humour. Some people felt it was flawed but fun, whereas I think it's one of the best games the genre has seen.

Because of this, I was ridiculously hyped for the next entry in this series. I played Sacred: Citadel to help ease the wait, but it didn't click with me. I didn't know then -- and I wish I did because I would have saved $50 -- that Citadel was a good indication of where Sacred 3 was going. It's not that the game was the same because Citadel is a side-scrolling beat 'em up and Sacred 3 is still a hack n' slash, but one could say the simplicity of Citadel has drifted its way over to Sacred 3.

There's this constant debate within the realm of criticism and people can't agree on whether a franchise should be allowed to change. Wars have been waged (I'm purposely being overdramatic) over whether we should evaluate games based solely on what they are and not on the brand, or if we should take the name into consideration when critiquing it. In layman's terms: should I take into consideration what Sacred 2 brought to the table when reviewing Sacred 3, or should I just write about what Sacred 3 offers?

The answer, in this case, is that I have to take into consideration what Sacred 2 gave me. I can't avoid it. I'm all for series changing and evolving, but do gamers not go to their franchises of choice to have that similar gameplay experience? Unless you're a franchise that is known to constantly reinvent yourself, there are always going to be fundamentals in the games we like that make us go back. I don't want to play a core Metal Gear if there isn't stealth. I don't want to play a core Killzone if it doesn't have that heavy feel that the series is known for. Spin-offs are fine, and the concept of Citadel was okay by me because it was cheap and it wasn't a core Sacred.

That Deep Silver completely shit the bed with Sacred 3 is grounds enough for a mid-year leader for my "Disappointment of the Year" award. It went from what should have been one of my favourite games of the year to what will surely be one of the worst.

I want to get the good out of the way, because even though it's hard to find, it is there. I think that the game is reasonably pretty, with a very colourful aesthetic. We often get dark and gloomy environments in games like this, which is great, so it is nice to see an ARPG that embraces lighter colours and a more "pleasant" atmosphere. The fauna is detailed and the world is lively. Blues, greens, yellows all blend together well to create levels that are, at the very least, nice to look at. It's not that the game redefines graphics, but it is solidly put together and I did notice, and appreciate, the care that they put into creating a world that, like Sacred 2, was a little bit different and more cheerful looking than other games within the genre.


The music is also not bad. It's not great, and it's a bit by the books, but it's serviceable and does what it can to give the game a more epic feel when it needs it. It's orchestrated, and relies pretty heavily on quick chants to get its message across. Think Skyrim but not as good. Hell, it lacks the ability to pull you into its world musically like even a game like Divinity: Original Sin does.

The story follows the same path as the soundtrack, giving us a plot that works fine in moving everything along but I can't see anybody being entranced by what they're giving us. Lord Zane has gotten in bed with demons and is trying to open the gates to the underworld, so the heroes have to band together to put an end to that. It's pretty generic Fantasy storytelling, but if I'm being honest I don't go to action-RPGs for their plot anyway. It'd be nice if something could come along and give us a truly worthwhile plot in the genre, but I have yet to really find anything beyond simply "good."

Like in Sacred 2, the story isn't entirely serious. It's about as lighthearted as a game about opening up the gates of Hell can be without flopping around in parody. There's a lot of humour in here, though I'd argue that it's more of an attempt than anything. There are a couple lines worthy of a chuckle here and there but I'm so sick of hearing my brother's character yell "Sexy!" Hearing the same lines over and over is very grating, and a lot of the lines are cheesy and don't work.

Those are the aspects of the game that I'd deem good, or at least decent, and when that's all the praise I can give something we're in trouble.

I've seen it said a few times that this game should be approached like Gauntlet, but Gauntlet is still fun today due to clever level design and intense action. Despite Gauntlet being better, I do see the comparison. Deep Silver has chosen to strip the game of its open-world elements and give us a streamlined, stage-based game. Instead of traversing the world, finding side-quests and picking up copious amounts of loot, you are simply placed in a stage and are expected to make your way to the end while battling hordes of enemies. It is Gauntlet in that regard.

There are some different types of stages but they all amount to the same thing: you kill lots. There are the story stages, and there are stages where you simply just have to kill all the enemies, and there are wave-based stages where you defeat, you got it, waves of enemies. Even the portals that give longer side-quests still amount to the same thing.



The only thing that could save this set-up would be to have stages with dynamic action set pieces or something. Have a lot of exciting, stressful things happen in a stage to keep you on your toes. Instead, it's mostly just floor traps, which are more of an annoyance than anything, or having to turn a wheel six times while groups of enemies attack you.

This is where it's difficult to separate it from its brand, and the game suffers immensely because of it. Did anybody who anticipated this release want a Gauntlet clone? No, we wanted a huge world to explore, we wanted loot and we wanted a complex leveling system because this is what the previous Sacred gave us.

The sad thing is, I could actually have done without the open-world aspects if they had to strip it away. I wouldn't have preferred it because it was one of the selling points of Sacred 2, but had it gone a more Diablo 3 route where it's always very clear where you have to go, with very minimal exploration... I would have been fine with it. I really just enjoy the genre when done right. We are at a point in gaming where people seem to rage if a game is linear, but I don't mind linear. I've always found these types of games to have tremendous replay value, so I'm okay with only having one direction to go in.

What bothers me is that they've made the game boring and pointless. Hack n' slash is repetitive by nature, yet games like Dynasty Warriors remain fun. However, in the action-RPG I find it difficult to muster up the energy to continue laying waste to entire armies if there isn't something connected to the action. That is always the loot and the leveling.



There isn't any loot in this game. You pick up money, health and energy orbs, and that's it. Laughably, sometimes at the end of the level the treasure chests or enemies will drop health orbs. These don't matter because you're at the end and you gain all your HP back anyway. Without sufficient amount of loot, it's very hard to even care about killing the enemies.

The same can be said with the lack of real level progression. Sure, you level up, but it's in a very hollow way. You don't have stats to manage and there's very little customization in anything. You can choose between leveling up your combat arts, your skills or your equipment, but it's so straight-forward that it seems more like a chore than anything. You only have a couple ways to go, and there's no experimentation to see what is best. You'll very quickly find what works and stick with it because there's only a few different combat arts per character. In terms of skills, you are able to level up things like blocking, dodging or reviving. The choice there is whether you want to be able to block or dodge, because you can only have one at a time. This applies to your combat arts as well, though you can actually have two of those equipped at a time. This is a significant departure from the system in Sacred 2, which is almost godly. It's one of my favourite in the genre.

Everything is basically just handed to you. Sure you can level up the amount of potions you can carry, but you are given two at the beginning of every stage so there's no continuity and excitement in managing your resources. 

The combat leaves a little to be desired as well. At first I thought it was interesting for the genre, with something as silly as being able to roll being a plus because there aren't a lot of ARPGs that actually allow you to roll or block. It seems like a novelty at this point, but it's welcome. Unfortunately that wore off really quickly when I realized that it's still the same ol', same ol'. You have a special attack meant to break shields, but that overstays its welcome and just ends up seeming like a way to lazily add difficulty (another sore sport because the difficulty spikes are so uneven and annoying). A long with that you have two combat arts equipped on you, and of course the left mouse button is your basic attack.

Striking your foes is satisfying but it lacks the oomph of a game like Diablo 3. Regardless, it is reasonably fulfilling to lay siege to enemies. 

My biggest problem with the combat is one that I imagine would be fixed by using a controller, but I don't currently have a PC controller (just ordered one last night actually... yes I know you care about that): the controls. You move with WASD, but you attack in the direction that your mouse cursor is pointing. I hate this choice in pretty much any game because it makes it frustrating to attack where you want, or more specifically, dodging is a pain in the ass because logic tells you that you'll roll left when you're facing right, but the game tells you you'll roll right when you're facing left because you were pointing that way. This may seem like a silly criticism to some, but it heavily impacted the game for me.

It doesn't help that sometimes the game just ignores what you want entirely. I was playing as the Seraphim -- because it's Sacred and someone has to -- and she has a move where she jumps in the air and lands where you've pointed and does damage to any enemy close to where she landed. Only sometime she jumps in the opposite direction from where I'm pointing. The first few times this happened I thought I was just terrible but while that is true, it isn't why. It seems that the game incorrectly registers it sometimes. I also found that it didn't really send her exactly where I wanted it to.

Which brings me to the final part of my review, where I nitpick some smaller problems that just made me hate the game more. I had a lot of problem playing online. For one, my brother couldn't seem to join my game when I invited him so I'd have to just join him.

From my experience, and I'm well aware that this could differ for people, the person who was hosting the game seemed to run into issues where if you tried using your mouse to click options it wouldn't click the right one so you'd have to use the arrow keys and enter to be affective. The person joining the game ran into lag and constant yoyoing -- I don't know if this is an actual term but I heard my brother say it and I like it -- and it got frustrating. You'd fly back and forth constantly if you were not the host.


Even quitting out of the game is stupid. When you finally click the option to quit your game on the main menu, you actually have to hit the ESC key again. Why? Why would you do this? Normally in a review I'd ignore this or give it a quick mention in the middle of another paragraph but no, not only does this game not want me to have fun... it doesn't want me to quit either. It's like an abusive husband. Or wife, because we here at On The Gamely believe in gender equality.


It's not that these problems are huge. The yoyoing online was a problem, but these minor problems add up and when they're coupled with how terrible the game in other ways, it just amplifies them.

I hate Sacred 3, and from the looks of things, most people do too. The best that I've seen is that it's okay and when you don't look at it as a Sacred game, it's not too bad. When I first started the game I could have gotten behind that, but after spending some time with it, all I see is a lackluster new entry in a series I love, infested with poor game design.




Rating: 3/10
Verdict: Sacred 3 will crap on fans of the series, but even if one can separate themselves from the brand and look at the game as it is, it's still a very shallow experience. 

This is me right now, in case you didn't guess that.

Sunday, 10 August 2014

This Week In Games, August 10 - 16, 2014: Hohokum, Risen 3, Disgaea 4 and Some Weird Japanese Stripping

Written By: Tyler

Greetings friends, and welcome to another addition of "This Week In Games," the weekly article that I write where I discuss the finer points of surrealist art.

Each week I go on Gamespot -- you may have heard of it -- and I look at the new games that are coming out. I then write about them because this is a blog after all. I don't choose every game because to be honest, not every game is worth mentioning, but I pick some of the more interesting ones, whether it's good or bad, and I pick the bigger releases. Just because I say there isn't anything really coming out on a day, doesn't mean there isn't. It just means that there isn't anything that fantastic or worth checking out. That may sound harsh but there are so many games out these days that you have to pick and choose.

I also only talk about North American releases because that's where I'm from.



August 10

Nothing! It's Sunday after all.


August 11

It looks like there's nothing here according to Gamespot.


August 12


Disgaea 4: A Promise Unforgotten 


Coming Out For: PS Vita
Genre: Strategy - RPG
Gameplay: https://www.youtube.com/watch?v=D1vN2TGKwns
 
It was released in 2011 on PS3 but now you can pick it up on the Vita. It's enhanced and expanded, including apparently 50 pieces of DLC. The Disgaea series is one of the few RPG series that have gotten a really good following that I haven't ever tried, and I know that's criminal, but fans of the series should check this out.


Hohokum

 


Coming Out For:
PS3, PS4, PS Vita
Genre:
Adventure
Gameplay: http://ca.ign.com/videos/2014/07/23/hohokum-launch-trailer


It's kind of hard to explain Hohokum but it is my most anticipated release of the week. It looks gorgeous, and I'm sure the soundtrack will compliment the visuals exceptionally well. From a gameplay perspective it's a bit of an oddball... even the creators try to avoid describing what it actually is, choosing to just let them play it instead. In an article on Mashable, I saw the idea of flying a kite mentioned a lot and that seems appropriate. In it you just fly around in a colourful and active world and things happen. I can't sell you on it; if you look at that screenshot and it looks like something that might pique your interest, then make sure to watch that I linked above and see what it looks like in action.


Risen 3: Titan Lords





Coming Out On: PC, PS3, Xbox 360
Genre: RPG
Gameplay: https://www.youtube.com/watch?v=0vU42VAFzoE

Risen 3: Titan Lords is a medieval RPG that is promising a "classic RPG" experience, with a large, breathing world with a ton of side-quests and places to explore. It is played in a third-person view and you level up your character, use points to up your attributes and unlock skills, and do battle with various baddies using a combination of magic or melee. Use quick or hard attacks, mix them up, throw in some magic, be on your way to victory.

If this sounds like every other RPG you see, then you're probably right. Obviously I won't know until I actually play it, if I get around to it, but from the gameplay videos I've seen, it honestly doesn't look like anything that fantastic. It looks fairly generic. The visuals aren't exactly stunning, the battle animations don't look fluid (and some are laughable like what appears to be stabbing with a mace), and there's nothing here that screams "must-play." However, it doesn't look terrible either. I can't see Risen 3 standing up to the best in the genre, but it could serve you decently well as an RPG to tide you over until a better one comes... especially since, if you're like me, Sacred 3 has let you down (review on that coming). I imagine this ends up being a 6 out of 10 or maybe a 7, and people seem to forget that those scores aren't actually bad.



Akiba's Trip: Undead & Undressed 

Ima just leave this here and I'll be right back.
Coming Out For: PS Vita, PS3
Genre: Adventur/Action-RPG
Gameplay: https://www.youtube.com/watch?v=btW9_L8d48U

Akiba's Trip is a game where basically demon creatures have taken over Akihabara. There is a conspiracy that you will unravel, but more importantly you have to strip the clothes off of demons and expose them to light. I imagine that line is going to either make you want to play it or avoid it at all costs. You have to appreciate Japan and their willingness to do stuff like this.



Surgeon Simulator: Anniversary Edition



Coming Out For: PS4
Genre: Simulation (Of Sorts...)
Gameplay: https://www.youtube.com/watch?v=hYLPHa-4sUs

Ah yes, here we are, with a port of the wildly popular and comical Surgeon Simulator... this time for PS4. Fumble your way through a variety of operations this week, along with an exclusive PS4 mode that nobody seems to know anything about. Have fun and happy surgeoning!



August 13

Just a release of Hohokum in other places.


August 14

Gaiabreaker


Coming Out For: Wii U
Genre: Shoot 'Em Up
Gameplay: http://www.destructoid.com/the-wii-u-is-getting-one-shmup-richer-soon-with-gaiabreaker-273733.phtml

The Wii U hasn't had a lot going on since it was released, but this week there's a vertical shmup being released in the eShop. It doesn't do much that we haven't seen before, but since these games aren't as common as they were back in the 90s, it's still nice to see one. It could be a nice little game to play while you wait for something bigger to be released, like Hyrule Warriors or Bayonetta 2.


August 15

Another day where there isn't really a whole lot going on.



That's it for this week folks. Make sure to comment in the little box below (is it still there? Who knows?), or follow me on Twitter by clicking here here here. See you next time.

Wednesday, 6 August 2014

A Review Not Read or; A Road Not Taken Review

Written By: Tyler
Platform Played On: PS4

Don't tell me you can't do something PS4!

Rating: 7.5/10
Verdict: Road Not Taken is a good puzzle game with a simple idea that mostly works. The visuals are gorgeous, the story a bit lacking, but all-in-all it's a good experience.


The Roguelike is an insanely popular genre in the indie community, along with platformers. You don't see many large studios dipping into their genre, but some may say that the indie scene is flooded with them. I agree, somewhat, but the beauty is that you don't have to play them. I know, it's a crazy concept.

When I first saw Road Not Taken, I thought it looked like a charming take on the genre, and it was one of the few Roguelikes that caught my attention. With that said, I was still a little cautious going in because I wasn't sure if the pendulum would swing towards the positive or the negative in how it plays.

It has a novel concept; you are a Ranger and you go into the forest to save children. It has a cartoonish/fairy tale art style, you walk around on an isometric grid and it avoids a lot of the conventions of Roguelike by not being turn-based and not actually allowing you to fight... or at least in the way that we've grown accustomed to. It also is a puzzle game first and foremost.

In Road Not Taken, your only "weapon" is your ability to pick up objects (up to four around you) and toss them in a straight line. You can also pick them up and walk around them but it subtracts from your energy (your life) when you do so, so it's a more feasible option just to chuck things around. Which applies to real life too. It's a game mechanic that indie games can get away with since they're generally smaller in scope and aren't full-price -- it's free for PS Plus members this month -- and it does put an interesting spin on the typical Roguelike proceedings.



The game takes place over fifteen years, which each level being a year. Your energy that remains carries over to the next year so it pays to plan your moves accordingly and intelligently so you don't gimp yourself. The levels are procedurally generated which means when you die you won't have to repeat the same puzzles over and over, but I don't find that they change enough to warrant me replaying the game repeatedly. The situations do change, and at first there is a lot to explore and figure out, but when you die and have to do the early years it's a bit tedious. When things get tedious I tend to zone out and my lack of concentration due to that only hurt me later on.

The developers promise a lot to uncover, and they're right. There are a lot of things going on in this deceptively simple-looking game. There are a lot of different items that you can create by combining different objects on the map (by throwing objects into each other). Enemies and objects react in interesting ways and your book keeps track of how to create things. For example, throw an axe at a tree and it creates wood. Put together two pieces of wood and you make a fire. Throw a kid into the fire and it will follow you. The last one makes sense because if you abuse your child it loses its self-esteem and becomes dependent on you. Other reviews have knocked and made fun of that little tidbit, but I chose to rationalize it.

Even though when you die you have to start fresh, you don't lose the secrets that you've discovered, so subsequent playthroughs give you a bit of an advantage because you have all the knowledge of what you've learned before documented. That's great because my memory is terrible. What blog am I writing for again?

Some of the things don't make a lot of sense, but I guess the game has its own logic. It doesn't matter because once you bump into things it'll write down how to make it, if you can, so you don't really have to think. It is fun seeing what the world has to offer, and the first few times I had to restart I discovered some neat areas, such as the Yeti early on:


The problem is that due to the limitations of energy that you will no doubt face, it doesn't really pay to take the risk and explore some of these areas. Say you're seven years in and there's an area you want to check out, but you know you're getting low on energy and have a lot of years to go, will you really take that chance? I didn't.

Unfortunately the game does reveal itself to be a little more shallow than it would lead you to believe rather quickly, so as much fun as it is to discover things the first little while, it becomes pretty routine and less interesting. Doesn't change the fact though that at first I loved the game. Had I written the review over the first couple hours, I would have given it an 8.5 at least.

The visuals are a high point for me. Like I said above, they have a fairy tale quality to them and it's beautiful to look at. The evil spirits look intimidating, the animals look cute. Even the blocks that don't move have character. It's a world that is designed well and expertly brought to life with gorgeous artwork, and it proves that you don't need complex graphics to unleash a rich world on gamers.

Being able to throw things actually makes for some interesting puzzles. Over the last few years I've been fascinated more by puzzle games with simplistic hooks but compelling gameplay. Catherine, for example, was an incredible game and all you had to do was move blocks. Road Not Taken has that affect on me, though to a lesser extent. The gameplay is easy to pick up, but due to energy, you have to really think about all your moves, especially when you have spirits following you.

There are a couple annoyances, namely the fact that once you pick up an object you can't just put it down which I deem artificial difficulty... meaning it's a bullshit way to make the game harder like the computer literally just cheating in older games. There is also a problem of having to backtrack because a specific area requires something that isn't on this screen. This means that you will have to try not to block yourself off when proceeding to the next area because heaven forbid you have to return later. I get what they're trying to do, but this just reeks of poor design.

Outside of being in the woods looking for kids, you can walk around the very small village and make friendships by giving gifts to the people you talk to. In Road Not Taken, you can also do this, because the developers know that the only good friendships are superficial friendships based on presents. When you give them gifts, they will go from Acquaintance to Friend to even possibly Marriage.

You can also go into your house and equip a few items to make your experience easier, or ban up to two things from the map... but there are so many possible obstacles in this game that two doesn't really seem like very many. It's still a nice feature to have, because some areas can get really frustrating.

There's a story here but it's pretty mild. Like I said above, you are a Ranger and you save kids. There's potential here for a pretty touching plot but that's not really the point of the game. In fact, it's pretty disposable, except for the ending which actually does a good job of portraying emotion despite the fact that the rest of the game lacks it. I can criticize a game for not doing something but a good scene is a good scene and the ending, though incredibly short, is a good scene.

I quite like Road Not Taken, and I think it's a worthwhile entry into the Roguelike canon because it is a little bit different and ambitious, while keeping some of the mechanics that fans of the genre enjoy. It has a few drawbacks, but it's a fun, thought-provoking puzzle game that plays well for the most part.

One Of The Dinkiest Shooters Ever? A Lovely Planet Review

Written By: Tyler


Rating: 7.5/10
Verdict: Don't be fooled by the graphics, there's a pretty intense shooter in here.

Do you love first-person shooters? Are you sick of the grim, violent nature of them? Maybe you are and you couldn't possibly fathom finding something to soothe this pain inside... but fear not, because Lovely Planet is here and it is attempting to give you a first-person shooter that's less ordinary than the rest.

Right from the beginning you realize that something is a little different about Lovely Planet when you compare it to other games in the genre. You're bound to notice the graphics, and that will lead you down the path to discover that it is a lot more colourful and joyful than a lot of shooters... to an extent.

Take a look at these visuals:

SERIOUSLY LOOK AT ME!
They aren't exactly the most mind-blowing thing you've seen, even within the indie community where budgets are smaller and fewer people are there to create. The character models are very simplistic, though some are menacing in their own right, and the environments could have been done by a child. In fact, I believe I've made similar things in my life in my younger years. There are clouds in the sky, and sometimes platforms that you can't reach, but there isn't a whole lot here in the way of atmosphere. Your single gun looks like a stick. The enemies are squares or other shapes with some eyes and mouths. The visuals aren't pretty to look at in a conventional sense, and I know this will be a turn-off to some people.

It does have a certain charm to it in how colourful and joyful it looks. It's a nice change from the kind of graphics we usually see in shooters, because really, the genre is violent by default so having hearts scattered throughout the levels isn't exactly a priority. It's quite literally meant to be a lovely planet, and at first glance it certainly is.

However, if you strip away the cutesy nature of everything, things aren't as lovely as they may have appeared to be. The gameplay consists of you using your semi-automatic rifle to mow down the enemies and progress to the end of the stage. Sounds simple, right? The game is hard.

Even though the goals don't change and sound easy, this is a game of frustration, memorization and sweet, precious death. You fail the level if you get hit once, which can be annoying because there is a bomb-type thing that when it explodes, regardless of how close you are, it's the end for you. You have to kill every single enemy in the stage while avoiding the innocents. Lovely Planet may start off casual and I don't blame you if you're fooled by the flamboyant visuals and the dinky, upbeat (yet fitting) music, but it gets increasingly difficult to the point that you may think it's impossible. You may have to jump in the air and shoot three different things before they hit the ground so your aim has to be on-point. This is a speedrunner at its core, which flies in direct contrast to the look and feel of the game because you would think it'd be more relaxing than it is. I went in thinking it'd be a pretty lightweight game that I could breeze through but it's anything but. It's not an incredibly long game if you don't die as levels can be completed in a minute or so and there are five worlds with about 20 different mini-stages in each, but you will die. Lots.


They've done a good job of polishing the controls as well. You move rather quickly and can jump, there are no iron sights, and shooting feels good, if a little slow. I didn't come across any glaring problems in this regard, so it made platforming and blasting fun. The last thing a person wants in a game where they have to be almost perfect is to have terrible controls preventing that, but Lovely Planet functions well.

It's not a game I am in love with, but it is definitely solid. I think that the graphics could have been more enticing to really make it feel like a lovely planet, but it's hard to concentrate on that when you have to act quickly.

Monday, 28 July 2014

A Gods Will Be Watching Review

Written By: Tyler
Platform Played On: PC


Rating: 6/10
Verdict: It's got an amazing premise, and solid ideas for fun gameplay, but it's unfortunately held back by some poor design choices.

Gods Will Be Watching is the expanded version of a Ludum Dare game. In the original, you were tasked with surviving for forty days by managing your resources, making hard choices and possibly sacrificing people for the greater good. Even though I never played the Ludum Dare version of the game, the level from that version is in this one, and a lot of people were excited for the full game. I was excited too because I thought it looked like a cool idea... the kind of thing that indie games get a lot of recognition for. If it isn't outright innovating in at least some miniscule way, it's doing something that is very uncommon these days.

The concept of the game is that with each chapter, you are thrown into a different environment, with different goals, and you have to control your team in order to successfully complete the mission. This will involve a lot of clicking on the different characters. You will manage them and also keep an eye on the resources you have. There is a lot of variety in the missions, as one has you taking hostages, one has you being tortured, one has you walking through a desert, and much more. 
 
So I started a new game...

I have some pretty negative things to say about the game, but I have to admit that I absolutely adore the premise of the game. I love that the game throws you into a mixture of different kinds of situations and expects you to figure out how to best solve the problems while never holding your hand, and at best, only giving you a little bit of information on how to proceed.

I also give a lot of credit to the artistic side of things. While the pixel-art may turn off some people, and many have proclaimed that Gods Will Be Watching -- and other games of its ilk -- have terrible graphics, you have to compare it to other games with the same style. Because I do that, I can safely say that there was a lot of work put into the visuals and it shows. The characters are about as detailed as they can be, which is an important element because the game relies a lot on visual cues to inform you how the characters are doing. It's a testament to the talent involved that it is usually pretty easy to tell when the people are feeling a certain way.

...then this happened, a few times, and I was very confused.
The environments are varied and beautiful, with a lot done to breathe life into them. You may only see one room at a time, but they are a joy to look at and really add to the atmosphere, especially some of the outdoors levels. The indoor levels do a satisfactory job of making you feel claustrophobic and shut-in, like a survival game should. 


At first I was going to say that while I enjoy the soundtrack, I'm glad I didn't buy package on Steam that included both the game and the soundtrack, but as I write this review I'm listening to some of the tracks on Youtube and I'm changing my tune a little bit. At first I didn't think the music stuck out, but in retrospect it may have been because I was so caught up in making decisions that I didn't pay a lot of attention. Now that I sit here and listen to the songs individually, it's very clear that the music does a good job of (usually) making you feel like you may be going insane. Since the nature of the game is that things get tougher and tougher as they go on, and you're constantly being pushed to the brink, it makes sense that the music reflects that, with a lot of the songs slowly building... like your insanity.


There are minor issues with the game, such as some poor English, but those can be brushed aside because there are flaws that are much bigger; such as the lack of narrative-cohesion and how tedious it gets.               


Gods Will Be Watching attempts to tell a strong narrative but there are some painfully obvious hiccups in that. For the most part the story is fine; you play as a group of people who are trying to stop the "terrorists." It's a game that tries to tell the side of both factions and does a good job of explaining that things aren't black and white in a conflict such as this. I really have no gripes about the plot as a whole, but they've done a terrible job of making your actions have any kind of consequence. You can literally lose a member of your team during a mission and he/she will be there the next mission. I lost Jack during a torture scene, and I was still talking to him during the rest of the chapter. I thought I was just talking to a ghost, and while I think that's a bit of a cheesy mechanic to employ in storytelling, I accepted it. Then in a future chapter, people were talking to him and he was performing tasks like he was alive. I could sacrifice people and they'd just show up next level. This is pretty much unforgivable in a game like this and breaks the immersion immensely. They really needed to fix this because once you figure that out, outside of accomplishing the challenges, who cares if so-and-so dies? And really, the challenges isn't enough glue to hold it together when the game is so story-driven.
 
Take a look at the first image on this page: I picked it for a reason. Unfortunately I chose "Exit Game" more than I would have liked when trying to play through it. I read preview after preview, watched video after video, of professional critics being in awe of how bad the game made them feel, or how intense the missions were. I can see why someone would get sweaty when playing this because it does expect you to multi-task a lot. Ultimately though the game gets bogged down in tedium because a) I don't think the choice-making is that interesting and b) the chapters are too long with no mid-level checkpoints.

You could spend 45 minutes playing a level only to die and have to start it over again because there is no saving in the middle of a chapter. The problem with this is that the game isn't exciting enough to warrant that. The first time you play a mission it's fresh and there's a joy in figuring it out, but then it becomes routine and the choices you make are more static than kinetic, and this gets highlighted when you die. You will end up falling into a pattern at some point, and their solution for that seems to be to add parts in each mission that are insta-death. These are random and there's nothing more frustrating than having to play something for so long only to be killed by something you have absolutely zero control over. The game stresses that you are the master of your own destiny in a lot of ways, but then the execution leaves a lot to be desired. I understand that in real life anything can happen, but this is still a poorly thought-out design choice. With that said, I can get past the random death but I have a much harder time with it when it takes so long just to get back to that point again in a replay.

I kept turning the game off because I just couldn't bring myself to do it again. That's where the game loses probably two points for me, because I can't get past this aspect of the game. There is a great idea in here, but it was implemented poorly.

Gods Will Be Watching had a lot of promise, and some people clearly enjoy this game more than I do. As it stands, it's actually one of the bigger disappointments of the year for me so far. It's only $10 on Steam though, so by all means give it a shot... it may appeal to you more than it did me.