It would be unfair and unrealistic to ask more from Octodad than what it is. Upon its completion, not much more is gleaned in addition to its first impression. It maintains the same level of comical humor resulting from an incognito octopus assuming the persona of a 1960’s-something husband, whist avoiding the chef from The Little Mermaid. Mechanically speaking, it never gets deeper than the awkward QWOPian/Surgeon Simulator requirement of completing mundane tasks in non-mundane ways, but therein eternally lies the problem with these game types–getting “good” at the game sort of makes you a loser, since all the fun had from these games is being bad at them, and laughing at the ridiculous scenarios that result in accord. That being said, it’s a short enough game (maybe 4 hours) and while it may be a Tier 2~3 game mechanically, it’s concept is Tier 1 which for me is enough to hold its place in our highest accolade.
Category: Completed
Momodora: Reverie Under the Moonlight (Completed)
Momodora was in no way a bad game. It maintained its extremely high level of sprite detail throughout the entire game. The mood and setting never let up and there was a plethora of minor details in the background and gameplay that hinted at a deeper lore. Broken shrines, untended graves, haunting pictures–even the NPCs have several little nuances that imply or even present a darker image of death and possibly in one case, suicide. And yes… you can turn into a cat.
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Barony (Completed)
I beat this one a while back, so forgive me if I don’t remember everything, but Barony is hella solid.
Barony, as you may remember, is a roguelike with Minecraftian graphics. While it lacks a lot of the extremely granular features that many of the “hardcore” ASCII roguelikes offer, this game rocks socks in many unexplored real-time aspects of roguelikes. Aspects like…
Daikatana (Finished)
I’m starting to think that there are actually a very small number of games worth playing… for me. Obviously, everyone’s tastes are different, so what is appealing to some may be repulsive to another, but sadly, I must add Daikatana to the same dredge pool that Divine Divinity fell to–a game that was a first impression Tier 1, lowered to a final impression Tier 3.
Firewatch
Firewatch had potential. But, maybe because I actually wanted to play a fire lookout game, I didn’t find it enjoyable. It just doesn’t truly succeed at anything it tries. Story wise, you are a man in his late 30s trying to escape life by taking a job as a fire lookout in Wyoming. You start talking with the supervisor of the fire watch posts, Delilah, and develop a rapport. There are hints of a conspiracy and a love triangle, and the dialogue is quite well written.
Spoilers past the break!
Valley
When it comes to running around at ludicrous speed, Valley gets it. Movement should be fun. If you have a massive level or open world game, getting from point A to point B should have roughly the same content density as your finely crafted sections. That usually means having a truly massive number of random little things (à la Skyrim) or increasing your movement speed and making moving the fun part. Valley chose the latter.
You are an archaeologist looking for the mythical “life seed” in the Rocky Mountains (you might not have a fedora and bullwhip right now, but you probably will soon). As all protagonists do, you ignore the buddy system and float a canoe hundreds of miles away from anybody else. Predictably, you crash. Also predictably, you find yourself in the long-lost titular Valley, next to a crashed military Jeep with an experimental L.E.A.F. suit that allows normal humans unbelievable power (high jumps and questionable immortality among them). It’s quite a bit of fun, spoiled only by the lack of a true open-world design and an energy mechanic that becomes less and less relevant as the game progresses.
A very spoilery aside with a mechanics change suggestion: the energy bits you pick up are later revealed to be the eggs of some creatures you find. It’s a strange twist – and I’m not sure why it exists, since it is tangential to the whole “blowing the world up is bad” narrative. The story wouldn’t suffer if it just wasn’t included. Along with this, I would also recommend a change to the energy mechanic: instead of collecting the eggs, the energy should just regenerate. In earlier stages there are enough eggs to keep you in energy all the time and in later stages you have enough energy stored that it doesn’t matter. It would make the “running on water” and “magnetic boot” upgrades a lot more interesting if they slowly drained energy rather than just happening.
Valley took me five hours to beat and then get bored of trying to find collectibles. Interestingly, I got bored of finding collectibles because the game was too easy to break. In your L.E.A.F. suit, you can jump very high and run very far in a short amount of time. For some reason, the level design doesn’t take this into account, so I found it incredibly easy to find myself out of bounds with two-dimensional trees and physics-less rocks. Because of this, it was awfully difficult to figure out when I was on the path of a new collectible or about to send myself through five minutes of wandering out of bounds.
Nevertheless, I had fun and there were a lot of good concepts. I wish that the game was designed so that the main plot was along the “path” that L.E.A.F. suit owners would normally find themselves as they go through training or check in to the government facilities, while the collectibles and such were scattered about a wide open Valley area – though I realize that would take quite a bit more resources.
FarSky
FarSky is a good game, but a short and flawed one. I can’t quite put it into Tier One because there’s just a few too many complaints.
You were on board your submarine when, for reasons unknown, it cracks apart into nine pieces and deposits you on the ocean floor near an abandoned research outpost. Your quest is to survive, find those nine pieces, and pilot your submarine back up to the surface.
Unfortunately, this is where the problems start. First, you’re 100m below the surface in a diving suit. You could just…swim (except there’s no swimming in this underwater game). You might argue that that wouldn’t help, since you’d still be stuck in the middle of the ocean. You be right, except that brings us to: second, you’re in radio contact with someone standing by to rescue you. When the premise of your game has this many holes, it’s hard to suspend disbelief.
But fine, let’s ignore the plot and just play the game – we’re supposed to be having fun, after all. And, on the whole, the game is fun. You mine for materials, craft upgrades and base expansions, and eventually you can set up automatic mining facilities (which is very, very nice). My only real complaints as far as game-play are the remarkably aggressive sea life (shark attacks don’t happen that often) and the length. All told, it took me two hours to complete everything. I had no particular motivation to start a new game or start survival mode, since there wasn’t much more to do. And sadly, I barely used the top tier gear before I was done.
But it was a fun two hours, so I put it into Tier Two.
Divine Divinity (Finished)
Divine Divinity will be the first game ever that I have put on the Tier 1 list, that not only am I not going to finish, but I am going to drop down to Tier 3. This is done with a heavy heart, as I’ve invested 16 hours into the game but I can only conclude that it simply isn’t worth anyone’s time, in spite of it possessing what feels like should be great merit.
Scanner Sombre
My favorite professors were the ones who assigned papers that “are as long as they need to be to get your point across.” Or, in the words of Winston Churchill: “A good speech should be like a woman’s skirt; long enough to cover the subject and short enough to create interest.”