Hacktag (Early Access Review)

Source: Review Copy
Price: £10.99
Where To Get It: Steam
Other Reviews: Early Access 2, Release

Hacktag is an odd beast, all told. And beast is quite apt here, as it’s a hacking/stealth arcade game set in a corporate world of anthropomorphic animals. Lions, does, panthers… It’s a cat eat deer world out there, and yet… It feels a little bit empty at the present stage.

For future notice, screenshots show usernames, so the black bars are to protect player identity, not actually part of the game.

That’s not to say that it is empty, but some decisions feel odd, considering 90% of the game right now is procedurally generated missions that can only be played multiplayer (in pairs, one stealth agent, one hacking agent.) Let’s start with how it is a co-operative game, but… Is scored competitively. Not gonna lie, this doesn’t entirely make sense for a whole bunch of reasons. The hacker, for example, is nearly always going to get, if you’ll pardon the pun, the lion’s share of the computer thievery done, and whoever gets started on a computer first, unless they get caught, pretty much has the points from hacking. But this conflicts with the fact that, to complete the mission, you do have to co-operate. And yes, this has an influence on your XP (+1 XP per 100 points scored)

Still, that need for co-operation is an interesting feature, and I honestly like it. Yes, a hacker could race past doors that the stealth agent can’t get through (because they need the hacker to unlock them), but the hacker is also barred by firewalls, and there are some doors that require both players to progress. Now, some of this is done with holding a button and waiting, and some via recognisable minigames such as “Hit the right arrows in sequence” and “Both players scroll through a code-list, match the codes.” These are mainly made tense by guards and online watchers, neither of which can be defended against, only avoided, distracted, or, in the case of the watchers, temporarily trapped in a single computer node by the stealth agent, and, should you be captured? You’ll be herded into a holding cell, and the other partner will have to get you out. If both players are captured, or you can’t get them out in time, then whups, run over!

The hacker’s view is at once more colourful, and, in a sense, more empty. They also move a *lot* quicker without having to worry about noise.

The emptiness, mainly, comes from a combination of sameyness, and the fact that there’s just the teensiest bit of bias toward the hacker (Beyond what we’ve already mentioned, there is, overall, more the hacker can deal with than the agent.) For all that different corporations are being raided, there will be the same sort of rhino guards, the same amorphous blob of the watchers, and, indeed, many of the same threats. The pre-mission conversations, optional as they are, also feel a little samey, with the brief following a formula, and the responses ranging from “professional” to “Extremely unprofessional.” As such, they feel somewhat superfluous. One feature I’m not so fond of is that rooms in the newer maps can randomly trigger alarms. Yes, I get that challenge has to be added, but I don’t really feel RNG is the way to go there, and I hope future releases replace this “feature” with something else. It is, if that’s not your thing and you still want to play the game, only on the newer maps as of the Sept 15th release.

Is this to say the game doesn’t have promise, or doesn’t work in and of itself? No, and no. What’s in the game works (The hacker cannot stop once they’ve taken a path, but this is explained, and merely requires more care), and the single player tutorial ran me through the concepts just fine, although I’ll freely admit I often forget I have a holographic distraction device (and mainly do alright without.) But right now, for all that there are unlockable bonuses (Such as being able to screw up certain minigames some of the time, or having less options to choose between on co-op minigames), and customisation options, it feels like the game needs to build its world, its character somewhat. If you have a co-op partner handy, you can quite happily complete a mission or two in an hour. If you don’t, well, alas, this game is currently multiplayer only, and I am uncertain if there will be any SP content beyond the tutorial. Either way, the game is currently only in the 0.1s, so there is plenty of time to see change.

There’s a lot of friendly highlighting going on, and I definitely respect this feature. Capture radii, timers, unhacked computers being white highlighted… This is definitely a positive feature.

The Mad Welshman is perfectly willing to give stealth co-op games like this their chance to shine. As noted, it’s early days yet, and I wish Piece of Cake well.

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All-Stars Fruit Racing (Early Access Review)

Source: Cashmoneys
Price: £10.99
Where To Get It: Steam
Other Reviews: Release

Fruit is, pizza toppings arguments aside, a pretty inclusive thing. Five fruit a day is recommended for most folks, it’s often kink friendly, and at least some of it is endorsed by Donkey Kong. So when it immediately leaps out at me that a game with a variety of fruit from all around the world in a Mario-Kart style racer with a twist is… Very, very caucasian, when it comes to the current driver set, I get very sad. And not a little irritable.

While Rebecca definitely has the power that synergises with my style the best, she is also, to my mind, one of the most boring *designs* , sadly.

I mean, there’s 13 drivers left to put in the game, but right now, that’s definitely not an encouraging sign for inclusivity, folks. Which is even stranger when it also takes great pains to tell you how fruit are pretty much a worldwide thing, with awesome Fruit Facts (Which are, in fact, awesome. Props for that.)

Aesthetically, apart from that not-so-wee problem mentioned, the game is on point. The visuals are gorgeous, the tracks appear fairly well signposted, the music is funky and bouncy and cool. I like this. This is good. Equally good is that yes, this is a spin on that old family favourite, Mario Kart, in which you are in buggies/karts, and you’re racing around a track using powerups. There’s even variety in the modes. Do you randomly juice that fruit, taking the traditional route of random powerups? Do you mix your fruit, getting powerups due to the combo of fruit you have? Do you maybe have a selection, chosen with the arrow keys between Summer, Spring, Fall, and Winter, that you power up by collecting the right season? Maybe you like time attacks? Maybe you like drag races, one lap, winner takes all?

Playing catch-up can be a stressful time. Even on a 5 lap race.

Any which way, you have power ups, including the special of each character (Rebecca’s Strawberry Wing, for example, is a super-turbo, while Giselle’s Avocado Bite is your very own chompy plant, knocking back anyone who dares to be in front of your suddenly extended and quite bitey bumper), you have drifting (and drifting just right also gives you a small boost, although it must be said the AI seems to try drifting even on straights, and it seems to work.) You have jumps and boost pads, and it all works pretty smoothly. Apart from racer special abilities, however, the cars act exactly the same, compensated for by a moderately wide range of visual customisation of the vehicles, with more unlocked as you complete tournaments in career mode.

Track design wise? Even early on, you will come across tracks where the shorter path is required for first place, and some tracks feel earlier than, honestly, they should be. For all that, yes, the snaking tube track that finishes the first gear Banana Cup, for example, is an interesting track with the difficulty modifier that the blue stripe acts like a river (slowing you down greatly), it feels less challenging, for its single lap, drag style race to the finish line, than a preceding track, which involves minecarts that, if they run over you, flatten and drastically slow you, and a final stretch where there’s not just one longer path, but a longer path that splits into another, longer path.

“Look at her, Miller. Isn’t she beautiful?”

Beyond the mentioned lack of variety in racers (not mechanically, but in terms of being all white girls), a need for some form of tutorialising or reference on fruit mixing (I get by on winging it, but while I know I can mix winter, summer, autumn, and fall for things, I’d also like to know, y’know, what mixes what, even if it’s some kind of Fruitopedia. Which, to be fair, could also add some flavour to the world), a clearer sense of what each tournament contains, and perhaps the option for a slightly less vicious AI, it seems promising. The game does not currently have multiplayer, but it’s quite clearly on the roadmap, and, these problems aside, it seems like it could make a good, family friendly and fairly accessible arcade racer.

The Mad Welshman wouldn’t mind at least one villainous fruit monster in the roster. I don’t know, maybe a moustache twirling gooseberry? Obviously not suggested for selfish reasons. Obviously.

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