Serious Sam: The First Encounter

Sure, it’s basically Doom (no, not DOOM) crossed with Duke Nukem.  But you know?  Those were good games (well, mostly Doom).  Serious Sam: The First Encounter is a worthy successor.  Distinctive enemies (even if a couple of them are palette swaps), satisfying weaponry, and amusing dialogue make for a solid, fun game.

I want to briefly tell you about my first ten minutes: I have a habit of always trying to go the opposite way when a game starts.  Results range from the acceptable break from reality (the screen just doesn’t scroll that way) to the frustrating (Assassin’s Creed desync, I’m looking at you).  But Serious Sam?  I walk 45 seconds in the opposite direction.  A bunch of tough enemies spawn.  Ten minutes later, I’ve killed them all with my pistol and there’s a secret stash waiting at a desert oasis.  I was rewarded for trying something different (there was a slow health drain another minute out, but at least there wasn’t an instakill for not doing what the developers expected).

Before I even felt like I started, my hour was up.  I will definitely be playing more.

Hyper Light Drifter

This game seems a cross between Bastion and Superbrothers: Sword & Sworcery EP.  What luck – those are both great games!  Except…Bastion has the epic combination of sublime narration and blissful soundtrack, while Superbrothers has some clever puzzles backed by fantastic sound and visuals.  Conversely, HLD seems almost mediocre in all respects except the art.  Combat is simple, the goal beyond killing things seems to be entirely item collection, and the story is minimalistic – none of those are necessarily bad by themselves, but a good game needs something to distinguish itself.  It pains me to say it, but this feels like the indie equivalent of many AAA games – it looks pretty, but everything else is milk toast in order to offend the fewest people.  It’s not bad, but there’s nothing motivating me to play it.  I believe I’ve seen similar problems from other Kickstarted games where there’s a pull to please your backers – one which few games escape.  Perhaps I would feel differently had I played its inspiration (I know – it’s gaming heresy that I haven’t – though… I’ve always been more a Chrono Trigger guy).

ICEY

If you haven’t played ICEY, you probably have one of two reactions: “ICEY?  Never heard of it.” which isn’t surprising, since it seems to be a somewhat small title.  But, as is more likely if you keep up with games news: “ICEY?  That’s the Anime Fighter Stanley Parable, right?”  And indeed, it is.

I went into ICEY expecting quite a bit based on the hype.  Initially, I was underwhelmed.  As a fighter, it’s not terribly difficult (though it does use a dual WASD and IJKL control scheme, which I think is kinda nice).  The Stanley Parable bits weren’t terribly exciting; though I probably wouldn’t have said that before the Stanley Parable came out, but now all games must suffer underneath the quintessential decision simulator.

As my hour progressed, I changed my mind – it’s still not terribly difficult (though a few boss fights have been challenging), but it’s a fine addition to the Parable-esque games genre: the hype having washed away, I was able to enjoy it for what it was.  And I ended up playing twice as long as I meant to: which is the whole point of Tier One, no?

Steam link

Vagante

I struggled with where I should put this game.  From my hour of play, it didn’t seem to be anything special – simply another roguelite set in a Spelunky-esque environment.  I died a few times – sometimes to spikes (an aggravating insta-kill – the only one in the game), sometimes to gigantic monsters, and sometimes due to my own ineptitude.  But while this has the usual trappings of a roguelike – e.g. Permadeath, constant danger, and randomly generated levels -it doesn’t have the same feel as you get from, say, Golden Krone Hotel.  I haven’t played enough to confirm this, but at a glance I would say that Vagante doesn’t have the same meaningful choices a roguelike needs to remain entertaining.  I was ready to put this into Tier Three, since I didn’t feel much motivation to continue to play this game.

Two things stopped me: First, this is an Early Access title.  I read some of the Steam reviews, and one fellow had over 1,000 hours into Vagante, proclaiming it one of the best roguelikes ever.  But near the end of his review, there was a note that it had changed since the time he had put in his time – mellowing it out and taking some of the special-ness from it, but making it more accessible.  That saddens me, but it also means that it’s possible it will improve just as much before it leaves Early Access – so it might be worth waiting.

Secondly, it seems to be a Co-op focused title.  My experiences were below par, but part of that may have been playing solo.  If you have a solo mode, good co-op isn’t an excuse for poor solo play – but it’s enough to make me want to revisit this sometime.

Steam link

Golden Krone Hotel

A roguelike set in a castle filled with vampires, monsters, and humans – and you can play as all three (sometimes in one playthrough!).

What makes this worth playing are the few unusual mechanics:

  • Windows let in sunlight and moonlight, hurting or healing you if you are a vampire or werewolf, respectively.
  • The humans are friendly if you are a human, and the vampires are friendly if you’re a vampire. You can get different bits of story from each.
  • Unidentified potions have three possibilities so you have some control over your risk-taking.
  • If an item you find is better, you equip it and sell the old one. If an item isn’t better, you just sell it – ridding the game of tedious inventory management.
Unfortunately – because it is a roguelike – it is a long and difficult journey. I had a lot of fun playing this for an hour and I would definitely recommend this to anyone who likes roguelikes… but there are enough of those on my list that I’m going to have to put this one on the back burner until I clear out more of my Steam inventory. It’s also still in Early Access, so coming back once more polish has been added might not be a terrible idea.
Sethian

This game is simply brilliant and brilliantly simple.  There are two parts to your interface: the alien computer and your journal, which contains notes your character takes from their own intuition and from reading previous researchers.  The alien computer is in Sethian, a language deader than the planet you are on.  It’s your job to learn how to translate the language and solve the mystery of where the inhabitants of this world went.
At first, the journal holds your hand closely – telling you precisely what to ask the arcane machine and how to interpret the results.  As your knowledge progresses,your journal only tells you what to ask in plain English, requiring you to translate into Sethian and interpret the result.  I found myself translating the responses on my own before consulting the journal just for the challenge and practice.  Obviously, this isn’t a game for everyone – but if you like games like TIS-100, you’ll like Sethian.
An incredible part of what gaming can do is having you as a player develop, rather than your character.  It’s easy to just have your avatar progress and gain skill – increasing the numbers as you get new equipment or gain levels, but games that can level up you the player represent some of the best experiences in gaming.

[Edit 01/07/2017: the other fellows mentioned by your journal are authors, not alien companions]

Steam link

Darkest Dungeon

A side-scrolling/turn-based adventure to clear out your inherited castle with some town upgrade elements thrown in.  It seems a solid game, but it has a gritty grimdark aesthetic which doesn’t quite click for me.
My only real complaints are these:

  • The narrator – who sets a wonderfully insane tone in the introductory cinematic – has a comment about every other action you take, which gets old before the introductory mission is over.
  • Single actions in combat take about 10 seconds to play out – slowing things to a crawl.
  • Due to the art style, buttons and actionable items blend into the environment and make menus seem crammed and unclear.

I may pick this up again in the future – especially if I can find an option to turn off the narrator (to be fair, I didn’t look while playing).  I do enjoy Lovecraftian horror, but the art style and combat pacing are too off-putting.

Steam link

Creeper World 3: Arc Eternal

Creeper World 3: Arc Eternal is one of several sequels to a flash game I played on Kongregate.  It’s a modified Tower Defense game where you battle the “Creeper”: a mindless flood of indeterminate blue goo.  Emitters gradually fill the map with the Creeper (putting out layer after layer that slowly climbs the landscape), and it’s your job to survive long enough to collect the important resources and escape by placing cannons and energy collectors across the map.
I bought this game practically with the mindset of it being a Tier Two game (though we hadn’t come up with that yet): something I wanted to support the developers in because I enjoyed the flash game, but not something I really ever expected to complete.  It has solid core mechanics and dozens – if not hundreds – of levels (not including custom or random maps).  It’s unique enough to be interesting, but I’ve played enough of it to be satisfied (partly I played the flash game).  I’ll return to it when I have time or find myself wanting to play it again.

Steam link

The Curious Expedition

The Curious Expedition is a “roguelike expedition simulation set in the late 19th century” where you choose a hero, set out for an unknown land, and try to explore faster and better than your rivals from back in London.  Once you reach your unexplored area, it’s up to you to find the Golden Pyramid while managing sanity, time, and inventory slots.

It’s also an Early Access success story.  From what I understand, the developers had frequent and informative updates, finally delivering the complete game back in October – for which they are to be acclaimed and congratulated.

Unfortunately, after playing this game for an hour I felt no motivation to play further.  There seem to be many aspects of this game that interact in interesting ways, but how they work is not presented clearly – or barely at all.  And true, this is a roguelike.  Having clear explanations is almost unheard of in roguelikes (except for The Ground Gives Way, which has an excellent tutorial).  But I think the issue I was having can be explained with another roguelike: Caves of Qud.  Play an hour of CoQ and you’ll hear strange tales, see monsters lurking on every screen, die about twenty times, and drown in the atmosphere oozing out of every description.  After an hour in The Curious Expedition, I barely understand how to accomplish my goals – much less care about beating my rivals (whom you never interact with).  Every Expedition takes place in one of four biomes, and each time your goal is a Golden Pyramid somewhere deep in the continent.

If you’ll allow me another comparison, I’d direct your attention to Renowned Explorers: International Society.  If you look at the description and screenshots, you’d be forgiven for thinking that it’s the same game with slightly less pixelated graphics.  And you know what?  You’d be right.  In fact, many of the same mechanics are present in Renowned Explorers.  You choose an explorer, head to an unknown land, and try to find the quest items while managing time, inventory, and friendly relations.  The difference is that Renowned Explorers presents the information you need clearly and precisely – explaining its mechanics in about five to ten minutes of tutorial-ish gameplay.  Your team members are distinctive and lovable – making you care.  Your rivals actively try to sabotage you – giving you motivation.   Your combat options are more dependent on resource management rather than RNG – giving you options.

Again, I’m saddened to relegate this to Tier Three because The Curious Expedition could have been an entertaining foil to Renowned Explorers (though CE came out first). The Curious Expedition is an interesting example of a game with what I’d call an imbalance of flavor and mechanics.  If it had more flavor, I’d be interested in the story.  If it had purer mechanics, I’d be interested in the challenge.  Unfortunately, the elements don’t quite come together for me.  In my opinion, good games (or more specifically, good roguelikes) limit the RNG that directly affects your character – much like D&D.  The RNG should come entirely from the world you interact with, while your character – or party, in this example – is entirely under your control.

Steam link

Exanima

 

It’s Dark Souls but low-fantasy and isometric.  I haven’t completed my full hour yet (I have a feeling it’s going to take a couple to get a good feel for it), but for now it goes into Tier One – the atmosphere, music, and seemingly well-simulated world are quite enticing.