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.

Steam link

Pathos

Nethack and Dwarf Fortress are known as some of the toughest games around – both for their unforgiving gameplay (the former being an expanded version of the actual Roguekinda), their remarkably complex rule sets, and for their occasionally impenetrable user interface.  Roguelikes probably deserve an entire article on their own on any self-respecting games review site…okay…new article idea.

Anyway – in an attempt to make Nethack more accessible (or at least have a user interface that clues you in a bit more to the rules underlying the game), Pathos was born.  Perhaps it loses a bit by showing you the statistics and cluing you in to what actions you can take – and I’m pretty sure the food randomization was tweaked.  My only real complaint is that it handles boundaries poorly – sometimes you won’t be able to see the other side of a room until you enter the tile right next to the edge of the screen.  But in the end, it’s the first version of Nethack I’ve been able to play on the go, on my iPad, without slowly losing the will to live.  Someday, I will ascend.

Link

rymdkapsel

rymdkapsel is a strange cross between Tetris, tower defense, and a base building game.  It’s a pretty simple game, but I think it was well worth the hour or so I played.  It doesn’t pretend to be anything more than it is and what it does, it does well.

You start out building a small station out of Tetris blocks to house your minions and defend against an onslaught of red floaty things.  Inevitably, you find some strange monoliths which give you powers.  That’s pretty much the entire game, so there isn’t much more to say.  Still, I will be coming back for NG+ on some lazy Sunday afternoon, I think.  Tier One.

Steam link

Rodina

Space is big.  Really big.  That’s a problem for open world, space-based games.  In a book, you can write “and nothing interesting happened for the next three weeks,” and that’s all it takes.  In a game, you still have three weeks ahead of you.  There’s two solutions to this: make the world smaller or travel faster.  Rodina takes the former option.

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Amnesia: Memories

 

If I keep playing these dating sims, I’m  going to wake up with amnesia one day and think that I’m a high school girl. Or… I guess I’m a college girl in this one. Whatever!

 

Ever since I started reading Shojo-beat, I’ve been a sucker for Shojo. Don’t get me wrong, I love Shonen too but I always felt like I identified with the Shojo characters more often. That’s what makes games like Amnesia: Memories so much fun–not only do they give me a front-row pass to a Shojo universe, but they let you drive as well.

 

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LiEat

 

Ah, another portmanteau! …I’m just happy I got to use that word again.

LiEat is actually 3 games in one, all featuring Efina, a very mysterious girl. Born only just a little while before the beginning of the first game, she is brought into town by a roaming traveler. While she refers to the traveler as “papa,” she’s not related to him at all. In fact, Efina is a dragon.

 

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Momodora: Reverie Under the Moonlight

 

And they laughed when I said we should be weaponizing maple leaves. Well, we’ll see who has the last laugh now…

 

A while back I played Inexistence and rated it at Tier 2, saying that it was a moderately fun Castlevania clone. Momodora is Inexistence on steroids. …but pleasant, soulful steroids. Actually, to compare it to Inexistence does the game a great disservice–Inexistence drew many of its strengths by parodying or copying mechanics from popular games of the SNES era, largely Castlevania. Momodora on the other hand, just happens to be a game in the same in the same genre as Castelvania and instead of copying other games, merely draws inspiration from them. In truth, it is completely its own game, with its own characters, setting, plot and story.

 

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Titan Quest Anniversary Edition (Completed)

 

Bust out your toga. It’s time for…

 

It’s always a little sad when a good multiplayer game’s servers get shut down. It’s always always a little like a surprise Christmas when that same game gets re-released with optimizations for modern day gaming, a fixed multiplayer system and Steam workshop out of the blue. Oh, and you get a free copy because you owned the original. Uhh….. OK! Enter Titan Quest Anniversary Edition, a re-release of Titan Quest and its expansion pack, Titan Quest Immortal Throne. We’ve seen medieval, we’ve seen futuristic but have we seen… Greco… Roman?

 

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Final Fantasy XIII

I swear, I’ve got like… Stockholm Syndrome with this game franchise.

 

Arguably, the most notorious yet most successful RPG franchise to date, everyone has at least something to say about Final Fantasy. Old-school gamers croak back to days yonder when they fought Garland on the NES, Millennials bicker about which game had the best romantic couple, and the yuppies of today just breaking into the gaming scene see it as yet another weird JRPG where characters with funny hair run around and cut things. So, bottom line is, how exactly can you tell a good Final Fantasy game from a bad one?

 

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