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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