Tag: Steam

  • Weekly Gaming: Wailing Heights (PC)

    Weekly Gaming: Wailing Heights (PC)

    Hi all!

    Thanks as always for returning to another week of Weekly Gaming. This week, I take a look at Wailing Heights, a fantastic indie adventure game from Outsider Games – a Northern Irish developer of which this is their first game.

    Overall, the game was fantastic, with even it’s flaws (jumpiness in the intro, weird animations at times etc.) contributing to the genuine charm the game emanated. If you’re a fan of adventure games with a unique aesthetic, give the game a go.

    You can read my full review below:

    http://www.vgchartz.com/article/264197/wailing-heights-pc/

    Til next week!

    -Dan

  • Twixel has been Greenlit!

    Twixel has been Greenlit!

    Greenlight

    It’s happened!

    After almost 2 long gruelling years, Twixel is going to be made available on Steam!

    While this is cause for celebration, it’s also a time for introspection.

    I admit, I have not been a good developer. Given how lacklustre Twixel sold when it was released on PC, and again on iOS and Android, I kind of gave up on the idea, and started working on other prototypes. But here I am, a year later, realising I was a fool and regretting the fact that I should have continued to work on Twixel well past it’s release date. I knew it still had problems, and I had feedback others recommended. It was just easier I suppose to look forward to the next project rather than support the one that had already made it.

    Thinking about it, and looking back, it seems that in not updating the game I actually done myself a disservice. All that time and effort working on the game, only for me to not follow through on it’s potential. Suffice to say, I will not be making that mistake twice.

    The next couple of months are going to hard as I go back to Twixel and port it to Steam, but it’s going to be worth it. Having the game in front of a potential 125 million customers is a huge incentive, and one that should keep me going until I manage to get the game fully ported.

    Once this has been done for Steam, I’m going to work hard and bring every improvement listed below back to mobiles, as I know there’s a few bugs on there too!

    Until then, Thank you all for voting, and please see the list of things I’ll be working on bringing to the Steam release:

    • Improve look of game (shaders across whole game)
    • improved music reaction (obstacles will now bounce up along with level)
    • Tweaked control system
    • More obstacle variations to avoid
    • Better procedural generation of obstacles
    • Improved control scheme
    • Changing of save file system (have since learnt how to serialise data, so will be putting that to good use!)
    • 4 new songs added to hyper levels
    • Improved GUI presentation
    • Improved Scene Management/transition
    • Full Xbox One/Xbox 360 controller support
    • Steam Achievements and Cards
    • New Achievements Pictures
    • Steam Leaderboard integration
    • Better Twixel Trailer (Once improvements are made!)

    Thank you all once again, and I’ll keep you updated on my progress!

    -Dan

  • Weekly Gaming: Enter the Gungeon (PC)

    Weekly Gaming: Enter the Gungeon (PC)

    Hi all!

    This week I’m talking about a review I done a while ago over at VGChartz.com. Enter the Gungeon is easily one of my most enjoyable games of 2016 so far, and I have to say, it’s bloody addictive. In the months following my original review, I haven’t stopped playing the game; a testament, if anything, to how damn addictive and awesome the game really is.

    Regardless, you can read the full content of my review below:

    http://www.vgchartz.com/article/263911/enter-the-gungeon-pc/

    As always, thanks for visiting the site, and I hope you’ve enjoyed what you’ve read!

    Till next week!

    -Dan

  • Weekly Gaming: The Walking Dead Michonne Episode 2: Give No Shelter

    Weekly Gaming: The Walking Dead Michonne Episode 2: Give No Shelter

    Hi all!

    So this week, I’ve decided to post an (old) review for Telltale games’ The Walking Dead spin-off series, Michonne. Given that I was rather tepid about the first outing of the game (which can be read here), I didn’t have much hope for the second episode. Lo and behold, my pessimistic side won out, with the game being massively underwhelming compared to other Telltale ventures.

    If you want to give the review a read, you can click on the link below:

    http://www.vgchartz.com/articles/adminnew/?task=edit&story=263776

    As always, thanks for visiting, and will see you next week!

    -Dan

  • Weekly Gaming: Downwell (PC)

    Weekly Gaming: Downwell (PC)

    If I had to describe Downwell with as few words as possible, I’d have to say the following: The Binding of Isaac but as a platformer. Those words don’t come lightly, as I absolutely adore The Binding of isaac; a game that has easily taken hundreds of hours of my productive life away. So what about Downwell makes me sing its praises so loudly? Mainly everything about this addictive little shooter/platformer/rogue-like/endless runner has something to be fascinated by.

    animated2-feb

    As may have been ascertained from my last paragraph, it’s hard to clump Downwell into one genre. It’s an endless runner with levels, it’s also a shooter, as well as a rogue like, and finally, it’s also a platformer. All these elements fit strangely well together, mainly due to the simplicity of the game, and the fact you only need to know 3 button presses.

    Left, right and A. That’s everything you’ll need to traverse the bottomless pit that is Downwell. The A button isn’t only for jumping from platform to platform, but also for shooting your weapon whilst falling or in the air. It’s stunningly simplistic, but hard to master, and makes for every jump in the pit just as exciting as the last time. what also helps is the controls’ accuracy; we’re talking Super Meat Boy levels of twitching-ness here, which certainly helps to bring the blame of deaths and hits onto yourself. Not once in my time with Downwell did I ever feel like the game was ripping me off; if I take a hit of damage or die, that’s my own fault, not the games.

    7b1cbe2604c4881ff0c1102bfe97520cfe5f0e3d

    The rogue-like nature of the game also works in its favour, ensuring that everytime you die you’re bound to come back. The short, repetitive levels never feel overused, and with each new stage and new enemy that is spawned the difficulty increases, helping you to truly always feel challenged, but never outgunned.

    To help with the rogue-like feel of the game are power-ups given between each stage. These power-ups can range from the trivial (like extra gems from enemy deaths), to the extreme (every rock exploded produces shrapnel that’s fired upwards at enemies). Along with the power-ups between levels, you have the chance to purchase new ones at a shop which randomly generates throughout stages. Using gems collected by killing enemies, you’re able to buy ammo upgrades, or health, ensuring you’re constantly well stocked and ready to face the well again. Regardless of how lucky you are on a run, you never feel cheated. Each power-up, no matter how trivial, at least serves some purpose, and helps to make the game feel more engaging as a consequence.

    Downwell-PC-3

    Enemies throughout the stages are also varied enough to make sure you’re always kept on your feet whilst progressing downwards. Skeletons and jellyfish may not seem threatening whilst alone, but should you avoid some and let them accumulate with others on the screen, you’re bound to get into trouble. It means that not only are you trying to manage your risk throughout every section of the map, you’re also trying to get to the bottom of the screen as fast as possible should you miss an enemy, as you may be able to deal with threats below you, but you can never deal with something above (not unless you’re a mentalist that’s able to trick enemies into somehow going below you).

    The platforming if anything is a hindrance to playing Downwell: landing on a platform breaks the flow of immersion you get by scaling the games levels. The only time they’re somewhat useful would be when they lead to timefree zones; areas that have hidden power-ups within and allow you to pause the world outside the timeframe bubble temporarily, which is a good chance to get back to your senses and progress again.

    Whilst the game may not be much to look at, it’s certainly stylized fantastically, and really gives the vibe of an old/retro game. If it wasn’t for the smooth and consistently fascinating animations anyone would genuinely think the game was released 30 years ago. The music too isn’t too great, but when you’re concentrating so hard on the gameplay at hand, it’s good to have no distractions.

    Given Downwells cheap asking price (£1.99 full price, £0.99 at time of writing) you can hardly go wrong with this absolutely mechanically smooth game. I had friends telling me how good the game was, and I should have listened to them sooner: Downwell is an absolute joy, and completely deserving of your hard earned cash. Upon playing the game for a few hours I went and purchased two more copies for a couple of my brothers, just so I had someone to talk to about my experiences and theirs. If you loved The Binding of Isaac, and are looking for a quick fix, you can’t go wrong with Dwonwell.

    5/5

  • Weekly Gaming: Doom (PC)

    Weekly Gaming: Doom (PC)

    Hey all!

    So this week I’m looking at ID’s latest take on Doom on the awesome platform that is the PC. It’s hard to put into words how much I genuinely love this game, and how I lost an entire weekend to the game when I really didn’t expect much.

    So without further ado, go read my full review at the link below!

    http://www.vgchartz.com/article/264338/doom-pc/

    For those of you who are interested, I felt that this review was so different to the original draft I posted that tomorrow I’ll be posted an editorial on the edits that happen to a review before it’s posted over at VGchartz.com. It’s gonna be a long article, but I hope it’s worth it to many of you out there that would like to see the difference.

    Until tomorrow!

    -Dan

  • Weekly Gaming: The Walking Dead: Michonne: In too Deep (PC)

    Weekly Gaming: The Walking Dead: Michonne: In too Deep (PC)

    Hey all!

    I wanted to do less episodic gaming this year (as I swear I played far too many episodic games last year, which is kind of cheating when you’re meant to be completing a game a week!), but here I am, playing another Telltale episodic game. My reasoning for this one is that VGChartz.com needed someone to review Michonne, and since I’ve recently completed watching theTV show from scratch, I wanted to see how one of my favourite characters played out in a game.

    http://www.vgchartz.com/article/263526/the-walking-dead-michonne-episode-1-in-too-deep-pc/

    Unfortunately, as my review above will attest, it does not turn out well at all. When you make a character driven series like The Walking Dead, you have to make sure you actually care about the characters, something Michonne doesn’t allow you, as the player, to do in any way, shape or form.

    If I had to give the game a score out of 5 (like I usually do), I’d give it a 2/5 so far, as it genuinely doesn’t live up to any expectations the previous telltale games set.

    Until next week!

    -Dan

  • Weekly Gaming: Hyper Light Drifter (PC)

    Weekly Gaming: Hyper Light Drifter (PC)

    Hi all!

    So this week I finally got hold of a copy of Hyper Light Drifter that I backed over 2 and a half years ago. Suffice to say, I was excited to play the game after this much anticipation, and it certainly lived up to my expectations.

    I can only hope that eventually all the other Kickstarter games I’ve backed are eventually released…. (I WISH).

    Anyway, if you wish to give the review  a good read, click the link below to see it in all it’s glory on VGChartz.com!

    http://www.vgchartz.com/article/263775/hyper-light-drifter-pc/

    As always, thank you for your support, and I look forward to seeing you next week for another game I’ll be completing from my ever-growing games collection!

    -Dan

  • Weekly Gaming: Firewatch (PC)

    Weekly Gaming: Firewatch (PC)

    As weird as it sounds as a games writer, I haven’t purchased and played a game so close to it’s release date in quite a while. Maybe it’s because of my backlog of games (I keep buying them faster than I can play them!), or maybe its because it’s been quiet on the release calendar, but either way, I couldn’t stay away from the enticing adventure game that has everyone deep in conversation: Firewatch.

    So what is Firewatch? Another walking simulator if you want to break it down to its very foundation. Just like Gone Home or Dear Esther, the whole game is about a narrative unfolding, with the exploration of the place you’re in (in this case, a national park) being only a sub-task to the games narrative itself. Unlike the aforementioned titles, Firewatch thankfully takes the exploratory narrative game one step further, and tricks the player into thinking there’s actual gameplay mechanics throughout the campaign. I say tricks, as throughout the campaign itself you’re given urgency, and don’t think about how much freedom you actually have to explore the great wilderness the developers at Campo Santo provide to you.

    firewatch-1.0

    For a narrative driven game, right out of the gate Firewatch hits all the expected ques. You have a deep back story, one which takes you through the main protagonists history with his wife, along with the struggles that come about because of her onset alzheimer’s disease. As a consequence of this, Julia is taken back to her parents in Australia, meaning our protagonist (Henry) has a lot on his plate when he finds the firewatching job. Throughout the course of the game, this history will matter little compared to the new relationship blooming in his life; between himself and his new supervisor, Delilah.

    You’ll be given tasks to do throughout the lush national park of Shoshone National Forest by Delilah, and it’s whilst you’re going about these tasks that the narrative will unfold more and more. During these tasks you’ll get to know Delilah quite well, with each sarcastic insult she and Henry throws at each other becoming more and more familiar to relationships we all know in real-life; a feature I truly enjoyed and made me smile with the witty charm and attention to detail the writing implores so often. The characters of Henry and Delilah feel real; none of the voice acting feels forced, and throughout the campaign I never once felt like I was being deceived; it’s fantastically made, and something the voice actors should feel hugely proud of for the work they have done.

    firewatch1

    The world of Shoshone National Forest is a treat for the eyes. The way the trees shimmer in the wind, along with the way the lighting changes throughout the day help to make for one of the most aesthetically pleasing indie games in living memory. Don’t get me wrong, there’s no realism here; Campto Santo isn’t going to be competing with Crytek anytime soon, but the world feels so vibrant and alive despite it’s simple textures and lovely object models that it genuinely feels alive. Its a testament to how grand the world looks that the developers gave players the ability to print of the in-game pictures they take as postcards; proof in itself that Firewatch is a marvel to look at.

    It’s a shame then that for all the praise I’ve given to Firewatches aesthetics and narrative, the same couldn’t be said for the gameplay itself. Whilst all the trailers and screenshots make the game out to be an open world, this is only a half-truth. Firewatch is in-fact, a linear corridor driven affair, albeit with some freedom as to how you get to the next objective.For example: You’ll get a call from Delilah to investigate some teens for example, so off you go, drudging through the woods to a point on your map. During this time, you chat with Delilah, and make your way to your objective. Once there, you’ll make a few decisions, and then have to head to another location, which is repeated ad infinitum. There’s no reason to ever really explore the world, as the mechanics simply don’t let you; everything exists for the narrative, meaning should you come across something early, you can’t do anything to it (e.g. I came across a fence early on. There was no way to enter the area beyond the fence until later in the campaign; the same happened again for many other things I found on exploring).

    firewatch_150305_06

    Firewatch feels like an empty shell of what it could have been. Whilst the narrative and wilderness is great, you just can’t help but feel let down by the end of the campaign. There has been talk online of some customers wanting a refund after completing the game, admitting that they enjoyed what they played, but felt that the experience wasn’t worth £15. I tend to agree with these customers. Firewatch could have been so much more; the forest is big enough and beautiful enough that players could have gotten lost in it for days hunting for secrets with a set of gameplay mechanics like using an axe acquired to cut down trees to get to new areas. Unfortunately, with Firewatch’s world merely being eye-candy whilst you learn more about the story, the game left a foul taste in my mouth once finished.

    By all means buy Firewatch when it comes down in price and is on sale; the story alone would be a fantastic experience when the game’s on sale. I just cannot in good faith recommend spending £15 on the game, as you too would probably come out with the same bad feeling.

    So much potential, so little pay off.

    3/5

     

  • Weekly Gaming: 140 (PC)

    Weekly Gaming: 140 (PC)

    I know I know, I seem to be on an abstract indie platforming stint at the moment, what with 6180 the moon last Friday and this week indie hit 140. I mean, who can blame me? These games are short, but both award winners because of how far they push their simplistic mechanics. Having restrictions really is a fantastic thing in the world of games, helping to push creatives to their limits when it comes to original and refreshing games.

    vlcsnap-2016-02-17-21h23m29s324

    So what is 140? As with last weeks 6180 The moon, the title really doesn’t tell you anything about the game, and seemingly feels quite random. Again, like 6180, 140 is an abstract (think simple shapes and colours) platformer, where the player must make their way through 3 different levels, making sure to keep their jumping and movements in tune with the music constantly playing in the background.

    Simple premise again I know, but where I genuinely got hooked to 140 was in it’s fantastic style, and brilliant music mechanic, where the patterns you see and hear truly help you to advance throughout each level. Each level introduces new obstacles and mechanics to take advantage of; some blocks for example may change in size depending on the beat, whilst others may become deadly at set intervals. Regardless how you start out playing 140, you eventually get into a rhythm where you listen to the music whilst observing what new obstacles lay before you. After a few attempts, you’ll manage to successfully pass the puzzle before you, only to see it mutate and naturally become more advanced later on.

    vlcsnap-2016-02-17-21h24m13s602

    This simple repeated premise helps keep 140 enticing for the entirety of its hour playtime, with myself raging when my controller ran out of battery and couldn’t reconnect until I restarted the game. I didn’t mind too much; replaying an entire level was really enjoyable, especially when you’ve learnt how a level reacts to the music. It helps to make you feel intelligent for overcoming the challenges laid before you.

    There’s no story to speak of, but the game has got “boss” battles, which are all different and challenging in their own right. Whilst there’s no context as to why you’re advancing through each of the levels other than progression for progressions sake, it was fairly refreshing to play a game that was purely about the mechanics, rather than trying to knit a story into an otherwise abstract game.

    Now onto the music. It genuinely cannot be stated how good the music in 140 is, and how important a role it plays in the gameplay itself. As an example, listen to an excerpt of the music below:

    (yes, I know that’s not the game’s official soundtrack, but unfortunately the developer never got around to separating the games audio from the game itself, so somethings bette than nothing!)

    It’s genuinely stunning. I’m just annoyed there isn’t an official soundtrack for the game, as I’m fairly certain it’d become my new go-to programming/generic background soundtrack.

    vlcsnap-2016-02-17-21h25m20s104

    All in all, I’m genuinely glad I played 140. It’s been in my steam library for yonks (2 years apparently; I wasn’t even aware) and was a game I always overlooked. So my recommendation to you: should you look in your steam library and see 140 towards the top, do me and yourself a favour and play the game. It’ll only take an hour (two hours if you want to do the optional 3 levels where you have no lives), and is thoroughly enjoyable.

    4/5

  • Weekly Gaming: 6180 the moon (PC)

    Weekly Gaming: 6180 the moon (PC)

    vlcsnap-2016-02-17-21h30m44s851

    I’m not sure what brought me round to playing 6180 The Moon. The naming certainly wasn’t a part of it, with the name only being semi-descriptive as to the games purpose and nature. I suppose it was just blind luck that I happened across it, which is indeed lucky considering my Steam library has over 640 games. Regardless, the fact of the matter is I’m glad I happened across it, as 6180 is one of my favourite puzzle games I’ve played in a long while.

    Simple but hard.

    That one sentence is one of my favourite game mechanic philosophies of all time, and one that 6180 the moon pushes perfectly. The premise is simple; get to the end of the stage using traditional platforming mechanics but with one huge twist: jumping off the top of the screen or bottom will make you reappear on the opposite side instantly. What seems simple soon becomes a nightmare to overcome, with obstacles and level design pushing you to your wits end.

    vlcsnap-2016-02-17-21h28m38s555

    Playing as the moon, your objective is to find out what’s happened to the sun, as there seems to be a never ending night. Making your way left to right, from the moons current position around the Earth to where the sun’s supposed to be, you’ll make your way through 49 increasingly challenging and fantastically made levels. Upon your travels you’ll encounter the Earth, Venus and Mercury in your quest for the Sun, with each planet having it’s own unique personality. These segways between each set of new levels seem a bit trivial, but a little bit of a story between gameplay sections can never hurt.

    It’s always amazing to me how far a simple premise can be pushed. 6180 the moon genuinely is amazing at keeping each and every level refreshing and new. Nothing ever feels over-used, even when you complete the game and have to redo every level in reverse, it all still feels authentically fresh. Every single level constantly feels original; from the simple levels that require a different perspective, to the hard ones that require avoiding obstacles and timing your jumps correctly to get past a long canyon filled with spikes; it’s all just fantastic.

    vlcsnap-2016-02-17-21h29m20s453

    The graphics are simplistic, and that’s quite alright. For an indie game with a relatively tiny budget, you have to make the most with what you have, and for that, the game’s simplistic graphics helps to not detract from the games fantastic mechanics. Not only that, but like Thomas was Alone from all those years past, the graphics actually help in telling a story, with nothing getting in the way of the lovely story of a Moon trying to make the world right again by finding the sun.

    The music was fantastic throughout my playthrough, with brilliant orchestral moments interspersed with relaxing background music, it made for a fantastic experience throughout. Don’t get me wrong, you’re not going to be coming to the game purely for the music alone, but it’s good, and helps really make the game enticing from start to finish.

    vlcsnap-2016-02-17-21h29m39s159

    So, I know this is a shorter review than usual, but my god, there’s not much more to say other than the game is a fantastic platformer than truly feels original and refreshing. If you need something to play for a few hours, you cannot go wrong with 6180 the Moon. I enjoyed myself so much that I even completed the mirror mode, something that doubled that amount of time I had with the game.

    4/5

  • Weekly Gaming: Coffin Dodgers (PC)

    Weekly Gaming: Coffin Dodgers (PC)

    I’m a bad person.

    I was given Coffin Dodgers months ago to review, when the game was about to come out to drum up hype. Problem was, I had a lot of other things going on, so I kept putting the game off until I had some downtime so I could properly invest some quality time into the game. With my  “52 games in 52 weeks” going again this year, I sat down at my PC, finally downloaded the game, and gave myself a few hours to see what Coffin Dodgers had to offer.

    When first booting it up, I couldn’t help but feel nostalgia for old PS1 games. The simplicity of the presentation, from the introduction, to the story, all felt so much like games I remember from my childhood. The simple characters, with funny names, and extremely limited tutorial all added to this nostalgia, resulting in my first 15 minutes of playtime feeling fantastically familiar, and down right pleasant.

    The problem was, the main campaign just couldn’t keep this positive ride going. What starts off simple soon became a clash against the game mechanics itself, resulting in some of the most annoying gaming moments of 2016 so far.

    Whilst the looks (and some of the gameplay) began with evoking feelings of complex cart racers, the physics engine soon just could not keep up with the slick presentation. Sometimes I’d get bumped off geometry that simply did not exist; other times the AI became a complete nightmare to compete with.

    It didn’t help that there’s no skill involved in the core driving experience itself. You just drive around a track with your acceleration barely changing, with no jumping or sliding mechanic present. It’s so simple that there’s even an option to enable “auto-accelerate” should you want it. At least with games like Mario Kart or Crash Team Racing there was a skill to the game on corners where (should you be good enough) you could skid around and get a boost. Not in Coffin Dodgers, where your only way of progressing is luck based on the pickups you get.

    So for a game so entrenched in making every appeal to 90’s gaming kids, what’s on offer that actually pleases?

    Well for one, the graphics are absolutely charming. The town you race in is lovingly rendered, at times even looking like a Disney film. Then there’s the characters, who all have their own unique little traits, and who have fantastically hilarious names and backstory’s. I thoroughly enjoyed the premise (Death has said it’s time for the 7 OAP’s to die, so they all challenge him to a race in their scooters), and loved the ways the premise was used for funny weapons (smacking other racers with your walking stick will always be funny).

    The courses were fantastically varied too, with each “theme” changing which area you’d drive around the town. The farming section for example starts pitting the racers against each other towards the outskirts of town, with each sub-race taking a different route above and below ground. Each course also had it’s own “destructibles”, items or characters placed around the track that could be run over for extra XP (the games’ way of determining how well you performed on a race, giving you an amount of gold for your effort), a great way to keep me coming back to tracks time and time again to destroy as much as possible.

    There’s also an upgrade system, whereby you can spend your hard earned cash on upgrades for your scooter. whilst this was a fantastic idea in theory (who doesn’t love progression?), I found that the upgrades genuinely amounted to nothing, meaning by the end of the game, despite having a fully upgraded vehicle, I still didn’t stand a chance against the AI, meaning the entire game was down to luck rather than skill.

    And it’s in that nuisance of “luck vs skill” that I felt Coffin Dodgers truly let me down. I came in happy and excited at the prospect of playing a game inspired by my childhood, but in the end, came away annoyed. Games should always have equal parts skill, and equal parts luck, but unfortunately with Coffin Dodgers I could help but feel I was an innocent bystander, watching as the game passed me by. I had next to no affect on the end outcome of matches, and would genuinely put it down to luck should I have actually won a race.

    By all means give Coffin Dodgers a go; I’m sure it’s multiplayer would be enjoyable (playing on PC is a nightmare for trying that mode), but don’t expect much for your money. At an hour in length for it’s main campaign, Coffin Dodgers left much to be desired. It’s a shame, as the premise genuinely intrigued (and delighted) me due t the lack of good kart racers in recent years. I can only hope Milky Tea Studios learn from their first game,  and continue in this genre: I’m sure they can make a great game, it just isn’t Coffin Dodgers.

  • Weekly Gaming: A Story About My Uncle (PC)

    Weekly Gaming: A Story About My Uncle (PC)

    A Story About My Uncle managed to go under my radar for quite a while, having not really heard anything about the game both in reading games websites, and in talking to friends. Eventually, my brother showed me the game whilst I was visiting family one weekend, saying it looked fantastic, and shouting about how much it needs to be played. I bought it on steam, and ignored it for a good long while. Being the start of a new year I decided it was time to actually give the game a go and put it through its paces to see if it deserved as much hype my brother was lauding it with.

    vlcsnap-2015-12-30-20h57m12s826

    So to set up the premise of A Story About My Uncle, you play as a child looking for his estranged uncle, all the while this is being narrated to a little girl as a bedtime story. You start the game off in your uncles laboratory, and happen across a suit made just like your uncles, only smaller, as if it was made for you. Donning it and proceeding upstairs, you come across a “Garbage” pad, which, once activated, sends you to a new and wonderful place.

    It’s at this point that the game starts proper, with the suit you have being capable of jumping extremely high, and grappling onto most objects in the environment. You use these abilities to jump from floating island to floating island in pursuit of more of the story. There’s no fall damage or permanent death in ASAMU, but the scarcity of islands to land on certainly makes for a challenging game none-the-less. Despite this simplicity, ASAMU really manages to stand out from the crowd, easily leaving a good impression on me over the course of its 3 hour campaign.

    vlcsnap-2015-12-30-20h56m09s116

    So apart from the jumping mechanic, what makes ASAMU such a good game? Well for one, the story that I spoke of earlier is actually quite enticing, with little snippets of dialogue explaining more of the world around you as and when appropriate being a compliment to an otherwise good plot. The ambition to find your uncle and see what more this world has to offer is as good a reason as any to progress through the story, and it helps that the gameplay really holds up when pushed to it’s limits towards the end of the game.

    The puzzle mechanics of ASAMU are also commendable, with every level being huge in scale, it’s hard to know where to jump and which direction to go in order to make sure you land on the correct platform. Retrying certain jumps in different ways can help to progress, and helps in constantly teaching you new things about the physics in use in ASAMU. you get a real feeling the the more that you play and fail, the more you’re learning, which in turn helps you later on. The game didn’t feel at all boring during the short campaign, with each section amping the difficulty perfectly.

    vlcsnap-2015-12-30-20h55m43s381

    There are flaws in the game’s campaign – a section towards the end of the game in some caverns comes to mind – where the 3-grapple limit really starts to grind at your patience rather than actually being a good game mechanic set to challenge you. There are ways around this 3-grapple limit BUT at times they really don’t work as intended, meaning you’ll end up dying far too many times; a huge deterrent that almost got me to walk away from the game in its final moments.

    Another flaw is the lack of progress on ideas that are brought in, but quickly discarded whilst on your voyage through the world. Half way through the campaign for example there’s an eye monster that you must avoid by not moving when it’s eye is open. This part of the campaign felt brilliant for what was possible in future encounters; maybe there’ll be one boss I’ll need to kill by jumping between spikes on a ceiling that fall? I thought to myself once this area was done. Unfortunately, nothing ever come of this encounter, with nothing like it appearing again. This isn’t necessarily a scathing brush against the developers; I enjoyed the eye monster encounter, I just wish there were more encounters like it.

    vlcsnap-2015-12-30-20h56m31s631

    Overall, I’m glad I finally got around to playing ASAMU. It’s a genuinely good platformer that has a great deal of replayability, especially in it’s time trial mode and in the amount of collectibles that are hidden throughout the campaign. Did it deserve the amount of hype my brother lauded it with? Maybe not, but its certainly a game that deserved way more attention than it initially received, a shame for such a solid game with a great core premise.

    3/5

  • Weekly Gaming: Poncho (PC)

    Weekly Gaming: Poncho (PC)

    Hi all!

    I completely forgot to post this on here when I completed it for VGChartz.com, but here it is! My review for one of my most anticipated indie games: Poncho.

    http://www.vgchartz.com/article/261993/poncho-pc/

    Just in case you don’t want to read the actual review, you can have a narrated version below:

    As always, hope you’re all well, and have a fantastic new year!

    -Dan

  • Weekly Gaming: Skyrim DLC: Dragonborn (PC)

    Weekly Gaming: Skyrim DLC: Dragonborn (PC)

    I told myself (and my friends) time and time again that I would buy the DLC for Skyrim one day. 4 years after the games launch, it’s finally happened. The legendary edition was only £4 on Green Man Gaming, so I took the plunge, and haven’t regretted it at all.

    Just a side note: I didn’t buy it for ages as I wanted to just buy the DLC, since I bought the retail copy of the game many years ago. This never happened as the DLC pricing was just ridiculous, even on sales. Lo and behold, it was cheaper to buy the legendary edition of the game with all DLC then it was to just buy 1 piece of DLC (god I hate DLC).

    FUCK THE DRAGONSSSS
    Arriving into Steheilm is a weird affair, one which really feels dreary and crap compared to the wondrous locales of before.

    So, upon getting all the DLC downloaded and installed, I proceeded to jump into my old 64 hour playtime game, where I was completely overpowered and ready for anything. Upon arriving, and walking around a bit, I finally got some NPC’s that tried to attack and kill me. Once they were dispatched, I found a note on them saying they were dragon heretics sent to kill me from a far off land near Marrowwind. So I set off to find out about this new land, as Skyrim itself is fairly explored at this point for me, so a change of scenery would have been good.

    Upon arriving, I found that a lot of people were mindless drones, simply constructing structures around holy poles. Speaking with someone nearby that wasn’t affected by the mind control going on, I found that there was a temple far away that I could explore for clues on what was happening. It was here that I decided to embark on making my way across the land, finding every single point of reference possible, so that I could then fast travel to anywhere on the island when I actually started getting objectives (yes, I know that’s strange as it diminishes the wonder you experience when encountering a place for the first time, but I love find everything possible so that I can quickly and efficiently finish objectives). The land of Solstheim is a lovely place that is truly new and wondrous compared to Skyrim before it. There’s plenty of desert (something we definitely haven’t seen in skyrim) due to the constant volcanic activity far away, and plenty of natural creatures we haven’t seen before. Some floated, which I’m sure was a shout back to players of the original Marrowwind, whilst some were spider like and exploded. It was nice to see such a new and interesting land, and makes me all the more excited for Fallout 4 due this year.

    FUCK THE DEADRA
    The Deadra sequences were easily my favourite, with the land of Steheilm not actually containing much for me.

    So what of the main story? With another Dragonborn on the scene, you can’;t help but think that shit is about to go down. Unfortuantely, it doesn’t really. Markaarn (a Dragon priest that existed when Dragons ruled Skyrim, but was the first to rebel), barely shows himself as he’s in another dimension, one with the deadra demon of forbidden knowledge. He can’t do much in the real world, so controls people on his behalf to do his bidding. It’s a weird story, one which really doesn’t last long, but one I was glad I played thorugh if not purely for the alternate dimensions alone. Travelling through a world that is within a book, and is made of pages of said book is fantastically gratifying, with every nook and cranny of the dimension looking so much more different then anything seen before in Skyrim. Add to that the fact you’re serving a deadra lord and are learning new dragons spells all the time (getting the strength of a dragon is definitely awesome), and you have for a pretty mediocre expansion with some amazing parts.

    There aren’t many locations on the island of Solstheim, with all locations being spread pretty thin and far apart. This is a shame, as I genuinely love searching for new lcoations, but understandable considering this is only an expansion. The side quests were pretty cool, with one re-opening the mines up for the island, and another getting me to investigate a murder plot, but overall, 8 hours later, I feel I’ve seen all I can from the island, which is a shame when I easily spent the best part of 20 hours on The Shivering Isles expansion for Oblivion.

    FUCK THE MARKAARRR
    Stupid other Dragonborn being stupid. Look how Stupid he looks!

    So was it all worth the wait? Meh, not really. Whilst I’m glad I played the expansion, it didn’t really add anything to the story of Skyrim for me. I’m definitely thankful I only spent £4 on the content rather than the £13 Bethesda is trying to charge for the DLC alone, but really, I could have gone without. Is it worth your time? If you’ve never played Skyrim before and feel you could do with getting it all together in the legendary edition like I did then knock yourself out, it’s got a lot of content. But should you already own Skyrim, don’t bother, it really doesn’t add much.

    3/5