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Dust: an elysian tail is a really fun action platformer with metroidvania elements and levelling systems with a fully voiced story along the way, the gameplay comes through exploring the worlds fighting off a wide variety of monsters along the way as you explore the realms of the world as well as fighting off a variety of bosses.

The game has a very nice artistic palate and the combat is very fun as you learn new moves and discover new abilities which may also allow you to explore area’s previously locked off and perhaps even find secrets along the way, it also includes the obligatory wall chicken joke references within the game.

There is a lot of challenge to be had, and whilst it’s entirely possible to break the game and glitch your floating abilities to be able to zip around the map and fly (and perhaps find some secrets you’re not meant to find until later) this does get a little limited due to your stamina potentials, the variety of enemies is also good as they all come with their own challenges and you can’t simply just mash through everything with your attack power in order to progress and defeat the game so you do feel a level of challenge within the action.

Whilst this game doesn’t seem to be as well known as it deserves it’s definitely a really good and fun title that deserves more recognition than it has, and does come with a well thought out storyline alongside the gameplay which makes it worthwile playing through for yourself to discover.

https://store.steampowered.com/app/236090/Dust_An_Elysian_Tail/?snr=1_1056_ajaxgetfilteredrecommendations_&curator_clanid=6860437

Limbo is a puzzle platformer that changed the realm of the genre by telling story through an artistic narrative adventure, without ever actually having a word or text bubble within the entire gameplay it told the story of a kid on his adventures throughout the world and the perils he faced along the way making his way towards his final destination.

The game did a great job of using lighting and shadowplay to tell it’s dark and twisted storyline of a nightmare twisted narrative as you make your way across the world, starting off with some fairly simplistic puzzles and the well known spider chase sequences as you try to escape it’s grasp and the way it toys with you along the way through to ultimately exploring mines and a series of mind flipping gravity twisting puzzles that you must navigate towards the end of the game.

After breaking ground and changing the way people perceive the genre this game did great things and is a really good game and a fun experience, this is definitely something everyone who’s ever enjoyed a puzzle or a platformer game should give a go as it was definitely a groundbreaking title and remains a really fun and enjoyable experience.

https://store.steampowered.com/app/48000/LIMBO/?snr=1_1056_ajaxgetfilteredrecommendations_&curator_clanid=6860437

Oh…sir is a game that you might have guessed involves crafting the finest of british insults in order to humiliate and defeat your opponent, however it’s not quite as easy as you might believe as there is a limited pool of terms in the center for both players to grab from in order to craft a fine insult against their opponent, so some strategy is involved in deciding what to take and what to leave along with when to trigger your insult as if you fail to craft an insult you will stumble while your opponent capitalises, and the finer the insult the more points you deduct from your opponents health.

There are a few additional nuances along with having a small hand of 2 personal terms to add to your insult, which can be refreshed once per turn by drinking some tea, at the risk of losing something useable to end up with something which can cause you to lose the game, though at times you can find special ending insults with an ! on the end in order to maximise the insult inflicted.

Finally there are a few more intricacies thrown in for good measure such as pushing a point where you repeat a term every play so as to create a combo multiplier (for example constantly pushing yo momma jokes) it starts to grate on your opponent so the combo creates more score deduction the further you push a point, so it might be tactical to grab a repeated term or deny your opponent one over crafting the greatest insult just to get this combo sorted, also finding your opponents weakness and pushing this can also grant a lot of points due to vulnerabilities, for example pushing on an issue of fashion with someone finely dressed might touch a nerve and really insult them, so finding the insults which work effectively against each individual character could be the path to victory.

With online play as well as a single player storyline as well as potential twitch interaction where your viewers can score your insults to determine who crafted the best insult and rate their effectiveness there’s a lot of fun to be had within the game for it’s pricetag, and often during sales it gets reduced to a price that you surely must grab the title for because it’s simply so much fun for next to nothing. The silliness and memes and getting to create such great insults especially against friends or online is just too much fun to miss out on for such a low price.

Get oh… sir the insult simulator on steam now at https://store.steampowered.com/app/512250/OhSir_The_Insult_Simulator/?snr=1_1056_ajaxgetfilteredrecommendations_&curator_clanid=6860437

There is also a sequel for oh… sir the Hollywood roast available at https://store.steampowered.com/app/575330/OhSir_The_Hollywood_Roast/?snr=1_1056_ajaxgetfilteredrecommendations_&curator_clanid=6860437 with added youtuber dlc and a variety of famous faces.

The Stanley parable was a groundbreaking title providing the player with a series of seemingly simple choices, most importantly whether to follow the narrator who is telling a story and effectively telling you where to go in order to progress his story, or choosing to go off the beaten path and explore the other door where the narrator is distinctly trying to steer you away from, and through these series of choices the game twists and turns down a series of alternating narratives, however it’s never quite as simple as choice A or choice B, because there are sometimes hidden alternatives and often the game will not quite reload in exactly the same state as you might expect, so you won’t always simply begin the game at the start of the game.

Through these intertwining and branching narratives the game is found, choosing to obey or break the narrators heart and even potentially ending up in twisted alternative realities with some easter eggs for other games hidden within, this game changed perceptions for a lot of people on what could and couldn’t be done in games as well as breaking perceptions over what would be well received and sell well, and as a result this broke ground allowing for games to push the boundaries further than expectations had been before.

With the number of choices and branchings paths it’d take a few hours to try and find them all within the game, and you won’t get bored whilst you’re messing around with the narrator and exploring the options despite the limited realm of the gameworld as even with the same small ara’s being re-explored over and over again things will seem fresh and different (and often be twisted different realities perhaps with fresh options and maybe even an unexpected third door)

I would recommend everyone gives this game a try as it is a very unique experience and a lot of fun.

Get The Stanley parable on steam now at https://store.steampowered.com/app/221910/The_Stanley_Parable/?snr=1_1056_ajaxgetfilteredrecommendations_&curator_clanid=6860437

Frederic The resurrection of music is a rhythm based game with a similar mechanic to guitar hero games where you have to press the appropriate key on your keyboard (or the on screen keys with a mouse) at the right times to play the tunes as the notes come down the screen towards you, and as a result play the tunes of a variety of genre’s defeating many well known artists caricatures along the way through a hybrid of familiar but remixed and twisted tunes in a more classical chopin style.

The storyline alongside the game is also pretty funny told through a series of voiced artistic cartoon panels telling the story of Frederic chopin having been revived in the modern age on his journey around the world looking for his heart. Whilst the game itself is a fairly simplistic notion as a rhythm music game the music can be pretty challenging to pull of yet fun to play, and the storyline is an added bonus adding a little extra spice into the mix making it more than simply playing tunes on a keyboard to the rhythm.

The series often gets reduced pretty cheap and it’s a really fun title regardless of it’s simplicity because the premise is done well. You can also earn bonuses by pressing keys off the standard keyboard range, and often triggering meme like musical attacks on your opponents when you’re outplaying them, and always ending in a musicality as a mortal kombat pun so there is a lot of silliness and fun to be had, and considering this is always very cheap in sales it’s a lot of cheap fun to be had with both titles, and potentially any future sequels to the Frederic series where I expect the memes to take off to a humongous degree based upon the increase from the first to the second title.

Get Frederic the resurrection of music on steam now at https://store.steampowered.com/app/301190/Frederic_Resurrection_of_Music/?snr=1_1056_ajaxgetfilteredrecommendations_&curator_clanid=6860437

The sequel with more memes and more hybrid tunes is also available on steam at https://store.steampowered.com/app/301200/Frederic_Evil_Strikes_Back/?snr=1_1056_ajaxgetfilteredrecommendations_&curator_clanid=6860437

AI War 2 is a strategy game where you control a fleet spreading throughout the galaxy taking worlds from an AI force attempting to eradicate the AI command center whilst discovering new technologies and ships as you spread throughout the galaxy yourself conquering worlds controlled by AI forces, however by doing this you incur the wrath of the AI building a meter which increases the ferocity and strength of the AI as well as triggering a variety of countermeasures employed by the AI to counter your attacks and to take back worlds you’ve captured.

Whilst there are a number of differences between the original AI war fleet command and this sequel there are a few significant ones worth noting, firstly that scouting and capturing worlds has been streamlined and made a lot easier to have everything under the control of a command fleet carrier to simplify matters and make life easier, however on the other hand control over which ships you’re able to build and fill your fleet with has entirely been taken out of your hands and the ability to split up your forces into useful fleets is essentially taken out of your control with all of one type of ship forced together under one wave rather than being able to split them effectively and usefully to skilfully and strategically take on the AI forces.

The game itself claims that a lot of this control has been removed to prevent “frontloading” your forces however I find that being hampered into having whatever the luck of the draw provides is pretty detrimental and you end up with forces which aren’t an effective balance, often having too many engineer repair units floating pointlessly together in one single force rather than spread amongst all of your fleets just throwing themselves into enemy fire, and a few too many weak hulled ships flying headfirst into the enemy lines without the aid of shields or support units which would protect them and this hampers a lot of the gameplay in the late game when the real issues begin to show.

Initially this all works well while the AI is still relatively small in numbers and doesn’t push too hard back as you maintain a balance that can spread amongst your worlds and leave you protected whilst building up defences to protect yourself against any counterattacks. However the science you can gain is limited on the worlds so you can’t really level up your forces effectively, and with hampered numbers of limited forces while the AI fleet itself grows to such a degree that wave assaults against your worlds become so large you’re effectively forced into pooling all of your forces into one frontline assault force in order to simply survive it feels like the game would actually force you to frontload and instead of spreading for entire galactic domination that it wants you to push your frontloading forces against the AI command center as soon as possible before the threat snowballs into such a degree that the AI cheating becomes too much to handle.

AI cheating is a huge problem, because whilst you might see waves and forces are building from one particular planet and decide to hold the gate their end and perhaps route the forces before they invade you cannot do this for several reasons, firstly being that forces just appear out of thin air in the wormholes behind your forces and there’s nothing you can do to prevent that, but the ai forces can also build up such strength in numbers in their forces especially in the late game that these spawned in forces on regular intervals become impossible to prevent incurring into your systems and taking them over (which doesn’t reduce the AI’s threat meter and leaves you severely hampered) You might consider the strategy to take out that homeworld to prevent an incursion, where their defensive strength might be sub 50 but a fleet of 200+ strength is due to be spawned in from that world, however the AI will then cheat in another way transferring that invasion to come in another part of the galaxy away from your now forced frontloaded fleet and still invade in just as heavy a force in a similar timeframe so this does not delay or prevent an attack for now and causes more problems due to perhaps pushing too deep into enemy forces.

Fleets are said to be providing you more ships than ever before and more customisation, but I’ve not been able to find any customisation, and instead you might presume when overwhelming forces are being spawned against you that building more and more fleets would be a great idea, but the fleet command ships you can build will never attack the enemy, and whilst they have a pseudo strength of 1 and might scare off enemy forces from attacking thinking you’re weak they will actually do nothing for you and perhaps make you think you’re stronger than you actually are. Whilst all AI ships are able to attack and be useful in every capacity. If you do mistakenly build up too many fleet command ships though you’ve really caused yourself a problem that cannot be fixed, because the AI will cripple but never destroy these fleet ships and their energy drain will still remain which will actively prevent you from building smaller ships or defensive turrets and the like (even if you sit them on the AI’s command center) and you cannot even sell these yourself or scrap them to gain back the energy from overproduction, and once the AI has taken back a world or two reducing your energy output you will more than likely end up permanently unable to defend yourself even if you wait for the potential forced choosing of smaller ships ending up with a useless fleet of scarecrows being ignored throughout the galaxy.

I really liked the original game and expected it to be more of the same but better, however not being able to split up my little useful ships in any way that would remotely be useful and to design small fleets with waves that would actually work together well like having some shields and repair units alongside offensive units in strikeforces that work I do feel that the only way that the game could ever be played is to have all of your forces together frontlining and lazer beam focused on heading straight for the AI command. I would rather have the ability to choose which little ships I’m building and design my fleets to have X of X type and put them together in forces that stay together in those formations and have it in a way that works, otherwise the AI needs to be dialled back an extreme degree as it really does ignore all the limitations that are forced upon you and spawn waves of forces so severely beyond what you could ever put together to defend yourself that it does just feel like the AI is designed to cheat and take you down after you’ve taken X worlds and it becomes impossible to take the entire galaxy in the way that I enjoyed playing and you’re very much forced into one specific playstyle which does ruin the fun and enjoyment of doing things your way.

I would like to play my way and design my forces in a way that works to me, and I never frontloaded my forces, I kept them spread on a few galactic fronts and I would like to be able to do that and have forces and fleets that work because the fleet system just didn’t work for me at all. This game has just come out and there are potentials that mods may be able to change things in a way that work for my playstyle and perhaps the developers themselves may address some of these issues, but the fact that the AI just cheats to a degree that it’s impossible to play on 10 hours into a campaign and that you’re never able to scrap fleet commands or force enemies to destroy them to get back energy to rebuild and reinforce defences to make a comeback is a real issue that entirely destroys the game. A few tweeks on these fronts so you’ve still got a chance after everything goes wrong, like the AI reducing it’s threat after capturing your worlds, being able to scrap these command carriers and also being able to redistribute parts of fleets rather than having all of that type of ship only ever on one command would be great, because I’m feeling the customisation of fleets is severely hampered by this and it does make being able to build effective fleets harshened to the degree that I would rather line up factories to build units I want up to a total fleet cap rather than how it is right now and return to older methods, yet other aspects like scouting and capturing being streamlined and the hacking all coming from one ship does make things a lot more approachable, however these serious gameplay issues have made it a negative experience overall. Sure you can play and enjoy for a few hours but you are forced into playing one specific way or be punished and it’s a downgrade of gameplay as a result leaving me wishing I had the control over my forces and the customisation I would like.

Get AI War 2 for yourself on steam now at https://store.steampowered.com/app/573410/AI_War_2/

Exception is a fast paced action platformer where the goal is to reach the end of the level as fast as possible to compete on steam leaderboards, however it’s not quite as simple as that as there are a few twists involved, and I don’t just mean the fact that the levels can both rotate and reconfigure as you progress through them to make life more difficult both across 2D planes but also on a third dimensional rotation making levels interesting in a whole new aspect.

The twists in the levels involve mastering achievements which provide chunks of time reductions from your total score and discovering the best path using these techniques in order to get the shorted possible final time after deductions, and while many of the levels are cleverly designed to incorporate paths where you can destroy the objects in the world and the enemies on the way gathering scores for combo attacks, not getting hit or hitting “allies” along the way this doesn’t mean that taking shortcuts through a level to the exit might not be the faster route.

Along the way you unlock new powers which help you along your way to gaining better scores and faster times as well as making life easier as you progress through the levels and these powers can be upgraded further by collecting bytes which are scattered around the game often in out of the way locations adding additional challenges to the game.

Aesthetically the game follows a tron like neon colourful style as the universe revolves within an electronic universe within the computer of an old lady who has inadvertently installed a virus on her computer, and this has created changes within the universe which leads to the plot of the game, and you unlock a further memory of the storyline every world you complete as though you’re uncorrupting the data and memories of what has passed.

There are 16 worlds each with 10 levels most of which have an end game boss with a new challenge to uncover and defeat in order to progress further, and as you progress into later worlds more challenges are added to the levels along with more enemies gradually making the game harder to progress through and especially harder to get the best times on the leaderboards, this progression means that the game doesn’t feel like you’re doing the same things over and over as new challenges are added to master and harder to traverse platforming challenges are added.

I particularly like the uniqueness of the challenges on offer, with rotational teleporting and often twisting on the 3d plane of the levels creating a unique experience for a challenging action platformer, and the levels are challenging enough without being too diffiuclt that you feel an achievement in defeating the levels and if you’re able to pull off a path that incorporates taking down the enemies and hazards of the level and get a good position on the leaderboard it adds a real sense of achievement.

You will experience many hours of gameplay with worlds taking 20-30 minutes to progress through and even more gameplay on offer through hunting down missed bytes as well as the challenge of mastering levels to provide better leaderboard scores for those who desire to be the best at levels, and considering you have to master the balance between speed and achievements which provide bonus deductions on your time this is a more challenging prospect than simply running through the level as fast as possible which creates a more intricate and challenging time and adds to the replayability in order to master these levels fully.

Considering the game is £12 at release this is a very reasonable price as you’re going to get many hours of gameplay through simply playing through to completion and you’ll feel challeneged throughout as the game increases the difficulty on you, along with unlocking a narrative storyline along the way which is pretty interesting as a reward for progression. I feel like this is a worthy addition to the genre and offers more than just another action platformer with it’s unique features bringing plenty of additional challenge for true mastery as well as an interesting visual nature as the world twists and rotates around you while you play making your skills look even more spectacular as you navigate platforming challenges which weren’t initially visible on another dimension the instant the world rotates around you.

Get Exception for yourself on steam now at https://store.steampowered.com/app/456390/Exception/

Anodyne 2 heralds the return of anodyne bringing things to a new dimension quite literally as this time you explore a 3d realm in the overworld, this doesn’t mean it doesn’t stay true to it’s roots however as the 2d realms still exist, essentially in self contained dungeons as you have to enter people within the 3d realm inside their own nanoverse to clear the dust from inside of them in the 2d realms.

The plot itself follows the story of nano cleaner nova, born into the world by the center’s will to be sent into individuals in order to extract dust crystals from them which have formed in their subconscious as a result of fixation and obsession over desires manifesting within them, and by cleaning out these nova receives cards transformed from the dust by the glandilock seed within her. A lifelong companion visible at the side of the screen at all times, only coming awake in the presence of such dust clusters and perhaps getting a little too excited at their collection.

These cards along with collected dust are channelled into a prism in the center in order to ward off duststorms in the overworld and expand the center’s control and influence over the world. A clever way of gating off progress within the game through the overworld but also being used as a clever narrative device limiting the progress you can make through the world in order to keep you to smaller and more straightforward nanoverses until you’ve progressed through a certain point of the game.

The gameplay arc follows exploration through the 3D world interacting with the people around and discovering more about the world of new theland, whereas most of the puzzles and gameplay will takeplace in the 2d nanoverses within characters in the world, mostly in self contained dungeons so to speak within these people and whilst this limits the number of secrets there are to discover or ways to break the world which may be expected by people who played the original anodyne it helps with the storytelling as these subuniverses are glimpses into the subconscious of the individual and tell their own particular story whilst you’re in their internal world.

Every transition to the nanoverse involves defeating a rhythm based game matching the colour and direction of the incoming dust crystals, however I felt that I would have liked there to be more progress through defeating bosses in some stronger dust infestations and the like, where the only real sense of strong combat came in the form of two keys shooting love at each other later, or a wrestling battle system within it’s self contained dustverse other than the final boss itself, and this could have easily been incorporated in the form of inner demons and the like to match the lore being told by the game.

I liked that although they didn’t have the ability to truly break the game with mechanics to abuse that some forms of things being not quite right with the world existed throughout and that in particular there was a very broken NPC in the desert who took you to a special 2d/3d hybrid universe in it’s own spacetime and perhaps reality itself if you imagine that there was a greater universe at large furtherstill outside of the game boundaries, and that the game devs themselves still have a way of communicating to you the player directly in some aspects of the game; though I did find myself missing any way to truly break outside of the game into the minus realm or shadow realities outside of the intended game universe and find hidden secrets like the relics found in the out of bounds area’s of the first game for those who looked hard enough.

That being said that although these elements aren’t incorporated in the game even though such breaking mechanics and out of bounds unusual things do exist in 3d games of old and could have made a great addition to the game this doesn’t take away from the fact that the game is still really good and has a very gripping and interesting plot, ultimately giving you a choice in path’s at a divergent point, and also has many nods to the original game both in the characters but also locations (and even the boss battles) which may even hint that this could be a prequel with events as they unfold within the game, and whilst I originally thought that the addition of the nexus universe in 2d was also just an easter egg this actually becomes part of a larger 2d universe you are able to explore within the game and also granting you access to shrink further still into the picoverse.

Although the picoverse is very straightforward and cleverly matches styles with the commodore 64 era of 8 bit games and although larger more open world area’s of the nanoverse exist within the nexus realms this still doesn’t seem to provide any out of bounds access or special area’s of that nature or even further dungeons within dungeons of the overworld of the original game, though there is a clever taunt when you first enter asking why you’ve taken so long to reach this point as essentially it would have been the start of the game in anodyne, it’s quite far into anodyne 2 and the nexus keeper presumes you must’ve idled on the title screen perhaps for steam card drops (though he doesn’t directly make that reference I know people who do idle on titles for such before ever going to play a game)

Plotlines exist between many of the realms of the game piecing together a greater storyline as to what is going on even though each universe is it’s self contained environment, and a greater storyline of being more than just your being and how life is more about the friends and experiences you make along the way rather than simply being your job or a tool, and even further story similarities can be glimpsed without spoiling too much of the plot as these are things you will want to explore and discover yourself on your own journey through the game, because it’s all about the fun you have on the way not just what the game is.

There aren’t any awkward platforming challenges in the 3d universe and the puzzles are fairly easy to pick up and understand, and there are at least 9 hours to play through the game to a basic ending with a full completion one taking even more than that still, and although I would like there to be the super secret out of bounds out of storyline stuff, or some references to the artifacts of the first game existing within the 3D realms the game is it’s own entity and still a very fun and enjoyable experience. I would have liked perhaps a little more enemy variety as I feel they’ve toned down the number of different enemies and methods of progression from the first game but still this can be forgiven due to the nature of limiting the universes into their own entities and maintaining a separate 3d overworld, and whilst the bosses were battles you may have already fought in the first game in slightly different guises the nature of the world and the way things are feels different enough to not be stale or overly familiar especially if it’s been a few years since you played the first anodyne.

Get Anyodyne 2 for yourself on steam now at https://store.steampowered.com/app/877810/Anodyne_2_Return_to_Dust/
I would recommend getting the game if you get a chance, you’re going to have plenty of hours of gameplay and the puzzles and locations within the game do feel different enough to not feel like you’re doing the same thing over and over in each nanoverse which is remarkable considering the nature of the 2D universes themselves and the limited tools at hand, even in the 3D universe eeking out new content in just the right times and perhaps even hinting that they’re adding the content to give you a greater experience and more reasons to re-explore in order to keep it fresh. Pacing these changes out at just the right times to leave you with a fresh sense of wonder exploring the worlds at large. (or nanoscale)

The current war is a biopic drama following the life of Thomas Edison around the time of the spread of the new invention of electricity across America, and how the battle with Westinghouse begins over who can establish dominance across the land as to who’s electricity is best ultimately ending with the war over who gets to build their idea’s into the world of tomorrow presentation.

It’s an interesting insight into the mind’s of Edison and the others as to what motivates them and how their interactions with each other helped drive the path forward to the modern world we live in today, and it’s interesting to wonder what might be different had Edison not have snubbed Westinghouse driving his train past him at the station ignoring his dinner invite, as this triggered Westinghouse to begin his quest to take down Edison and provide a cheaper and more efficient dispersal system, which is ironic because Edison didn’t want to talk to him because he believed he was trying to steal his invention, where it is later revealed he only wanted to know what it was like and how he felt at that moment inventing something new and never before imagined.

The drama remains high throughout both with events unfolding in edisons private and personal life as his wife becomes ill but also with the constant battles over who claims which territory of America as the sole supplier of electricity. While this isn’t usually a movie I would go see I remained gripped and interested throughout the movie as events unfolded and evolved the nature of the race to both supply electricity to the nation, but also the interpersonal natures of the characters and seeing their motivations and drives which lead them to never give up despite the hardships entailed on both ends.

Nicola tesla plays a small but very pivotal role in the movie and clearly deserves greater recognition than he ever gained in life as he came up with idea’s both ahead of their time but also the pivotal piece of technology which allowed Westinghouse and AC to become viable and run machines and not just lightbulbs. He started out being hired by Edison, who actively refused to work with AC believing it to be dangerous, and was promised a huge $50,000 bonus in the event of doing something monumental however when it comes time to claim such a prize Edison laughst it off as joking leading him to go off on his own, and lacking the money or fame the other characters have and being an immigrant he’s quickly taken advantage of yet again losing both his patents and his company in the process.

In the end tesla has a meeting with Westinghouse who’s desperate for his designs of a transformer that allows his AC current to work on machinery, without which his company would fail and ultimately Edison would win, however seeing deficiencies and desperation in tesla he makes grand false promises which take advantage of tesla yet again, where the movie reveals he dies without fortune or family never having been able to turn his idea’s profitable which I feel is a real shame because he should have reaped the rewards for his inventions without which AC would never have been viable, and the movie does end a little abruptly without following this plot to it’s terminus, but ultimately where do you draw the line on the path of electricity across the nation, ending with the world of tomorrow battle being won is a good as place as any.

While I wouldn’t've chosen to go watch the movie with what I’ve seen I was gripped and entertained throughout and learnt new things both about the struggles of establishing electricity but also the mindsets of the inventors and their motivations which drove them as well as the sacrifices they made in order to be successful. Whilst it’s a very narrow audience who may be interested in this movie I think it’s a worthwhile watch, and if you don’t go see it at the cinema I would definitely suggest you take the opportunity to watch it on TV when it inevitably airs as you will be entertained and there are quire a few twists and turns along the way keeping up the drama throughout.

Killsquad is a twin stick shooter mixed with elements from a variety of genre’s from novarama, and while the game at it’s core remains true to the twin stick shooter experience adding levelling elements similar to moba’s unique to each mission along with the variety in both the level and enemy design as well as the variations in the way all of the heroes play make this a highly polished experience and a game that stands out above others in the genre. Offering a choice of single player or online multiplayer up to 4 player co-op action without throwing overwhelming waves of enemies at you whilst keeping it fun and challenging.

The game has been released today in early access with a roadmap ahead for future plans and expansions, but they wish to see what the community would like and build the game towards what players would like to see as well as fix those elements which don’t work for players and this is a good way of designing the game going forward to ensure the community get the experience they would like from the game. Even saying this the game as it stands seems a very polished experience and while there are a couple of bugs like breaking animations or causing enemies to lose agro if you do specific things (and really actively refuse to fight you) these bugs are expected in early access and bringing them up helps ensure they won’t be an issue going forward.

At present there are 3 main area’s in the game each with their own feel and experience all being very different, and although the enemies are varients of bigger waves of enemies coming in for melee combat and differing long range enemies as well as a few special ones unique to each area the way they do things does feel different enough, and they all look like they belong in their zones where many other games of the genre would simply throw the same enemy at you in each area rather than having the unique variants designed to fit the area.

The zones themselves offer a significant degree of variety beyond simply aesthetics with the factory area offering zones which traverse between rooms rather than simply being sidescrolling as well as incorporating mazelike stairway sections, and it is inhabited by a variety of mechanised enemies who feel like they belong in the factory zone, where the open world zones have fleshy inhabitants that look like they belong in those zones, with cave spiders inhabiting a crystalline landscape full of crevasses and bridges along with natural disasters occurring in the zone and the final zone currently in early access being a deserted wasteland with flying prawns and other wildlife.

There are a number of touches which have been given to the game which normally get neglected such as background elements making the world feel alive from flocks of birds flying by, to machinery working along in the factory area’s. This along with the level of detail put into the animations and mechanics for all of the skills which do vary greatly from each individual character to make sure that they play very differently to each other despite being two shooting and two melee classes they all feel and play very differently to each other.

Many games of this nature would often have a purely cosmetic difference between characters, but you can see the effort made to ensure the heroes play differently, starting with one of the shooting characters having a selection of skills and upgrades which revolve around marking the enemies with your primary weapon to trigger skills on them later, which plays very differently to the other projectile character who fires a ghostbusters style laser beam and fires huge plasma balls as well as providing health kits on demand for any character to use to heal. The two melee classes also play very differently due to one being very fragile with skills designed for dodging and avoiding enemies, whilst the other gains armour for hitting enemies and rewards remaining up close in the combat as well as having an option for an ultimate which provides momentarily invulnerability for the team.

Every run is different starting fresh with a basic hero and levelling up in a mobaesque fashion from a choice of options to tailor the run to what you require for that specific level based upon your team and the dangers you are facing. Providing a variety of choices for level up progression from synergies that will be unique to your hero or skills that may benefit a larger team, it’s down to you to create a build that works for you in that current moment, and as missions are fairly short levelling and progression happens quite rapidly. The choice comes to whether to explore for more enemies and more experience to make the boss easy or rush down the objective to get the rewards quicker.

A roadmap for expansions has been set out showing that new area’s are planned and being designed as well as extra playable characters, and new factions which may be new enemy types or even lead to further levels and layouts designed around them and this along with the fact that they are planning on expanding based on feedback from players as the game develops shows that they are putting a lot of effort into this game to ensure that it is a very good experience. Even as it stands with only a few worlds it’s very obvious that a lot of care and effort has been put in to ensure the game doesn’t feel stagnant and all the heroes, completion tasks and area’s all feel very unique and offer a variety to keep the gameplay fresh which all adds up to the game being a very polished experience and worth the asking price.

I look forward to seeing how the game progresses and what further developments will be coming out, and it would be really cool if they manage to have a huge roster of playable characters all feeling very unique in their styles and skills though I can understand this would be asking a lot especially as you can also change weapons and items on the characters for the missions, and perhaps further skill tree options would be fantastic to allow even greater customisation for runs though the game really doesn’t require any of this to be a very fun and playable experience worth the asking price.

Get killsquad for yourself over on steam now at https://store.steampowered.com/app/910490/Killsquad/ Currently in early access.

Also curated over at https://store.steampowered.com/curator/6860437/