Here are some more quick reviews of Steam games!
Finding Hope
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"My godly long hair commands you!" |
After last week's RPG Maker game review, I decided to try another one out. In
this one, made by Falling Star Studio and released on Januaery 30th, 2017, the story
is simple: Long ago, a paladin blessed by the Gods turned to evil and, in an
attempt to reign him in, Gaia put a curse on him where his love interests would
all eventually die, and the same would apply to every of his descendants. Which
means he has to be allowed to have kids first, if there are descendants at all…
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"What's this, a TV quiz game?" |
Cut to the present day where Shin, possibly completely
unrelated to that legend, is approached by Dawn, a girl trying to reach an
Oracle in a faraway forest to ask for advice. A plague has been striking the
people of this fantasy land, and it’s getting worse - more and more denizens of the land have turned up cursed or affected by strange ailments. So Shin embarks (quite unwillingly at first)
on this quest, with a friend named Flame joining. Will they heal the plague?
Will they save the world? Will the weirdness end? And, apparently the most
important question of all, will Shin and Dawn hook up or not?
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See the white text over the characters? It's obscured by the
character profiles.How do you want me to read some of
those numbers?? |
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...the flow... your mind? ...Oh, the curse. Heh. |
As RPG Maker titles go, this one’s pretty
straightforward. Though I understand the focus on romance due to it mattering
in the plot, various scenes involving romance are tacked on and disrupt the
flow of the game. Oftentimes, while you travel across the vast
lands, you’ll be intercut by forced scenes of character interaction, which feel clumsy at best when introduced to the plot. That would
be fine, if these scenes didn’t often amount to more than banter between Shin
and Dawn and random silliness that lead nowhere. Not to mention that the growth
of their relationship isn’t very believable, going too fast from barely
standing each other to mad love.
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This doesn't looks like much, but trust me, it gets really
difficult to navigate those huge maps after a while. |
The maps are gigantic and labyrinthine. I can tell
that a lot of work went into them. I am a bit annoyed at the very small number
of different monsters I’ve seen so far, I hoped there would be more. There are
treasure chests hidden all over the place, so you’re encouraged to visit every
path and corner. Although, I’d say there can be such a thing as “too big”, when
maps are involved, as you walk around for a long time and there are no
shortcuts on the maps themselves - only between a big map and another. You can’t even run! The first city you find is
very big, and has a pretty large number of side-quests if you’re interested, so
I can’t say the developer(s) of this game were half-assing it. Adding to this a
lot of drawn images as art for the characters, a version of the fight screen
with more graphics… Yeah, there was some effort put into making the game look good. Although some design choices are questionable, such as the use of white text atop the characters' profiles in-combat, which means the
text is hard to read above the character portraits. Especially over the
fourth party member, who’s a… ghost.
Another problem is that instead of using the Z key to
activate things or talk to people like in most RPG Maker titles, you press
Enter or the spacebar - and those with muscle memory will still go for Z. Yet, canceling choices is still done with the X key. The
experience gain is painfully slow, and the rate of random encounters is big
enough to annoy considering the size of the maps and the small number of
different enemies per map. Some glitches and programming errors happen here or there,
such as the crackling sound effect of a campfire still playing, with no way to
stop it, after a campfire scene has ended.
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Yes, it's the same characters.
I guess Kermit needed to make ends meet so he did
figuration in some little game. |
I feel like this game was
experimental in a lot of ways, trying mechanics of the RPG Maker program,
adding scenes to see how good it looks, often even changing the images and
sprites of the characters (such as one instance where they turn into animals in a single area). It also becomes vital to stick around earlier areas to train, as
each new gigantic map will be a difficulty spike with much tougher monsters.
Oh, and stock up on items, too. You’ll need them.
It’s certainly not a great RPG Maker game, but it’s
not the worst I’ve seen. It’s just alright. I don’t see myself keeping it in my
collection, but I don’t regret playing it either - this could have been
someone’s first game, their foray into Steam, and a fair training for better
later games. It experiments with the features of the software, it has quite a few side-quests, and it's featuring a full story. It’s only about 3$, too. It's very flawed, but hey, it could have turned out so much worse.
Gun Rocket
Developed and published by Space Wedgie (heh), and
released on May 2nd, 2016, this is a little physics game about
sending ships into portals. You move the ship with Up, steer with Left and
Right, and can give a boost with Down. You can even shoot bullets with X!
However, it gets pretty tough when you realize that
you’re not allowed to go into the areas with purple lines… or, rather, you’re
allowed in there up to a certain point, but at some distance within these lines
your ship is destroyed. Must maneuver carefully to stay in the open space.
…I give up.
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It literally exploded before I could do anything. |
That’s when the rocket doesn’t explode instantly at
the start of the level, for no discernible reason! That happens way too often.
And then there are levels where the path to travel into is impossibly narrow.
That’s one of the final levels of the very first area, and I wasn’t even able
to get through that! Therefore, I don’t think I should review this game
considering I haven’t even seen half of it, but… so far, I am not impressed.
Admittedly, the game does offer a variety of six ships
to be used to play the game, with varying boosts, acceleration, bullet size and
speed, and gravity drive. Some of them certainly lack any sort of aerodynamics in appearance,
but that’s not really a problem.
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Navigating tight spaces? I wasn't thaught that in school. |
I would have probably enjoyed this game a lot more if
the difficulty didn’t increase so heavily, so early into the game. The fact
that you can shoot bullets makes me believe that there may be enemies in later
levels, or things to activate by shooting at them. The controls aren’t so bad,
but since this is a game that requires utmost precision, it gets quickly
frustrating. Plus the glitch that causes the ship to explode as soon as the
level starts! Forget about using the mouse to restart a level, it kept causing
my ship to blow up… I had to use Enter instead, which is a viable alternative, but let's be honest - the ship blowing up so often when you restart a level with the mouse is something that shouldn't even happen. Also, you can never tell how much
leeway you’re given within the areas of purple lines.
I didn’t enjoy that one. I really despise it, actually. But feel free to try it and
make up your own opinion, if you wish so. It costs only a dollar. You might be
better at it than I am.
LocoSoccer
I’m not even sure there’s anything I could say about
this one. It looks cheap, plays horribly, and there’s really no point to it.
Next!
Sun B-
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This is way too blue. Da ba dee, da ba dye. |
Nah, I gotta go through this. Published, developed by
Startreming and released on December 9th, 2015, LocoSoccer (or, for
some reason, LowcoSoccer as How Long To Beat calls it) is a minimalist
pixelated soccer video game. There are teams, there are uniforms, there are
different ball colors. It’s soccer, so it’s simple: Just shoot the ball in the
opposing team’s net. Use your team players, take down the opponent’s defenses,
shoot and score! Win cups, make money, get flashier equipment… become the best
team ever?
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Too bright and colorful! It's hard to see what's going on! |
I should mention that this game happens solely on a 2D
plane. No three-dimensional soccer for you, you only paid one dollar anyway.
Second, you control all 5 players of your team in three groups (two teams of
two and the goalie), and must switch around with the keys 2, 3 and 4 on the
keyboard. All players move with WASD, probably because the arrows would make it
too easy.
It’s a brawl on the battlefield to get to the ball, as
all you can really do is jump at the ball to send it flying. The adversaries
can do that too, leading to pileups and pyramids that would be far more common
to see cheerleaders do, rather than field players. The game describes itself as
a crazy physics-based title. I don’t see any of that. There are no physics
here. There is no complexity.
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Playerpile! |
Points for the colorful backgrounds (although they may feel distracting) and the simple art
style, but with the terrible controls, the terrible physics - both of which
would need to be done really well for a SPORT GAME - and the overall terrible
concept. I’d suggest other soccer titles, but then I’d have to go down the
entire list. Well, except maybe the FIFA series. Too microtransaction-based
nowadays.
Oh, and this game is available in a bundle that also
contains Battle Ranch, The Chosen 1 and The Chosen 2. None of which I’ve been
very nice to. I guess that says it all.
Sun Blast
Think of a vertical shoot’em-up, except in 3D. By
which I mean to say, enemies come at you like normal but the perspective is
behind your ship. That’s a somewhat novel idea, no?
This game was developed by OBLONE Software and published
by EQ Games to Steam on April 3rd, 2015. It reminds me of some
classic older games that function similarly. But! I realize I should review Sun
Blast without comparing it to other games.
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Not a lot of ships... the visibility is pretrty low... |
You can start a New Game or play one of many
Challenges - I’ll go over those later. In the main story, you choose a ship
with varied speeds going left/right or up/down. Of note, Up and Down’s controls
are reversed here, with Up to go down and vice-versa. You can even customize
your ship’s color!
The levels are pretty basic, requiring you to either
shoot a certain number of enemies on the screen - asteroids, ships, you name it
- or survive an amount of time by avoiding the hazards. Every few levels,
there’s a boss, with a checkpoint recorded on your save file once it’s
defeated. However, losing a life means starting over from the last checkpoint,
a few levels prior. Thank goodness they’re short.
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Incoming spikeballs! ...In space? |
There’s the usual for shoot’em-up games, too;
power-ups appearing here and there, to be picked up by your ship so it’ll shoot
better bullets. Hit a hazard, though, and you lose one upgrade and one HP. You
have a decent amount of HP, so the difficulty is fair... Even if the bosses
love head-seeking bullets.
In each series of levels before a boss, you also
unlock challenges based on levels of the game, as survival modes where you can
earn Bronze, Silver or Gold medals. That’s nice.
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NEVER DOUBT THE POWER OF THE SUN! |
I was pleasantly surprised by this one. I think my
first few lines about the game weren’t quite appropriate, it’s too different
from a vertical shoot’em-up to be properly compared to one. It is its own
thing, and that’s good. It offers a selection of three ships with different
stats, it has levels and challenges. The CGI is pretty decent for an indie game
like this one. The bosses are threatening and tough, as is to be expected from
this genre. The second boss kicked my ass repeatedly with its ray of yellow
light, its… its… sun blast, yes. I see what they did there.
My biggest issue has to do with the change in
perspective. The enemies come at you towards the screen, instead of downwards
or right-to-left, and are obscured until they’re close enough to be seen. The
problem is that it leaves you with too short a window of time to shoot at them.
The screen feels small as well, meaning you don’t have a lot of room to flee
some of the nastier attacks, like head-seeking projectiles or the
aforementioned “sun blast”. Later levels throw in gigantic hazards like monster
slugs and walls to fly over or beneath, and these can be really difficult to
avoid, again because of the perspective.
But it’s something new, and I could see myself playing
this again someday. I feel it’s worth keeping. It has enough content to keep
one invested, and I had a good time with it.
That’s it for today. Make sure to tune in for the next
review!
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