Subnautica (Early Access Review 2)

Source: Cashmoneys
Price: £14.99
Where To Get It: Steam
Other Reviews: Early Access 1, Early Access 3, Release

Subnautica is life’s way of saying “It’s okay that Endless Ocean doesn’t have a PC port.” Even down to the occasional punctuation of chill undersea times with pants wetting terror.

How… How long was I out?

So, it is the far future. Utopia has been achieved, and nice, not animal-killing humans have spread to the stars, exploring and spreading the word of peace and love. Except where you happen to be, because your ship got exploded in orbit around a watery world, and to survive, you will have to… shudder… Eat fish. Also survive, explore the world, and perhaps find out what happened, both to the Aurora and your fellow crewmates who at least managed to escape the ship.

Ohhhh yeah… *Ohhhhhh* yeaaaahhh… The mooon is beautiful…

The first thing you’ll notice, once you begin the game, is how beautiful this alien world is. Schools of fish swim, with many different kinds, plant life abounds, and even the moon is lovingly rendered. It’s also a relaxing experience, swimming, collecting resources, and slowly, but surely, learning more of the world around you.

But then the game enters its second phase, and things become… A little more fraught. For all that this world is a beautiful one, it’s also a dangerous one, and, beyond a survival knife, the protagonist comes from a pacifist society that doesn’t really do weapons. And so, you will find things that want to kill you, and your best policy… Is avoidance. Permadeath, thankfully, is not part of this game unless you wish it to be, so being eaten by one of the more dangerous residents, or running out of oxygen, merely results in being plonked back at the nearest base you’ve built, without the things you collected since you last left (But, crucially, the blueprints you gather will still be gathered, so you can still, in a sense, progress… A nice touch!)

The Reaper Leviathan, as seen from a *relatively* safe distance. Loss count on the current save to this … Thing? 3 deaths and a SeaMoth.

I won’t pretend, however, that this isn’t annoying at times. In my current save, for example, one of the most dangerous creatures of the ocean, the Reaper Leviathan, is plonked right next to one of the richer seams of materials and blueprints, the crashed ship Aurora, and every visit so far has resulted in either death, or the very expensive loss of a minisub (the SeaMoth), and then death. But, fair traveller, this is a temporary phase, and there are other places, other ways to gain the materials you need to improve, and make this world a little safer. You can build bases, waypoints in the deep, and travel between them. You can grow fish, or farm plants, once you find the means to do so. You can create current generators, devices that can very forcefully push the more dangerous fish away from your home of choice. And when you spread your wings, able to explore in relative safety?

Crystalline forests. A strange island, seemingly the only landmass in sight. Mushroom trees, stretching almost to the surface. Swimming among the reefbacks. It’s not often I say a sandbox survival game is a beautiful, calming experience, but once you get over a few resource humps, that’s exactly what Subnautica becomes. And always, always, the mystery of the planet… Awaits. For in one of the most recent updates, the planet now has plot… And mysteeeerious ruins!

Mystery! Excitement! Danger! All of these can be found… In a videogame!

Yes, somebody has heard the Aurora’s SOS, but at the same time… Do you really want to leave, considering there are alien ruins, and teleportation technology, maybe other useful things, and maybe, just maybe, the off switch for whatever the heck blew up the Aurora? I certainly wouldn’t. For £15, the game is highly reasonable, and is only becoming more reasonable as time goes on. Check it out if you like mysteries, living under the sea, and exploration.

The Mad Welshman grinned as he looked at the alien ruins. Triangles… Why was it always triangles with these aliens?

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Endless Space 2 (Early Access Review)

Source: Cashmoneys
Price: £26.24 standard, £33.73 Digital Deluxe
Where To Get It: Steam
Other Reviews: Release

Since the inception of Amplitude in 2011 (An event I remember with some small fondness), the studio have experimented with 4X genre constraints with their Endless series of games (With a little side trip into the roguelike/tower defense genre with Dungeons of the Endless.) They’re an interesting studio, with an interesting model, and, as a result, their games are often interesting. Not always standing the test of time, but often putting new ideas into the game development community.

Political Parties, new to Endless Space 2!

Endless Space 2, so far, is shaping up to be no different in that respect. As such, it’s already a somewhat different beast to the original Endless Space, taking what they’ve learned from Endless Legend to fiddle with the space 4X formula. And the five factions currently available, a mix of the rejiggered old, and completely new, demonstrates this quite aptly.

It also demonstrates that sometimes I don’t get on with aspects of the experimentation, as the first new faction, the Vodyani, demonstrates.

In the Endless Universe (Now rebooted, in a sense, for Endless Space 2), the Vodyani are one half of the uplift philosophies of the two “Endless” precursor alien groups that have left their mark on the universe, the Virtual. Virtual beings seemingly made of flame, the Vodyani are slow burners on the game front, due to their core mechanic: Both population growth and colonisation are tied to Essence, which can either be extracted from Dust (Tying up your production queue) or from other life forms (Tying up your military and souring diplomacy pretty much everywhere they go.) They can move from system to system with their Arks (Heavily armed and armoured space Titans), and it’s only when they attach themselves to a world that they colonise it. Or, you can go with their slow as molasses population growth

Dun Dundrrrun dun du-du-du-dun DAA DAA DAA DA DA-DAAAA DA DA-DAAAA!

But when they do, unlike other races, each counter of population applies to each planet they can colonise. They’re this strange mix of strong and fragile, as I discovered when I found the Ark… Couldn’t defend against a ground invasion. Cue one lost game. One of many.

I’ve had a much better time, by contrast, with the slightly more conventional factions: The United Empire, The Sophons, and the Lumeris (I’ve never been good at playing Cravers, but they seem largely unchanged from ES1, in the sense that being penned in is the worst thing that can happen to them, and conquest is the major victory type.) Each one has a different focus (Industry with the UE, Science with the Sophons, and Dust with the Lumeris), and each faction in general has something to bring to the table. For example, the Lumeris buy their colonies, and can trade them if they so desire, while the Sophons research faster if nobody else has the tech yet, allowing their research to… Far, far outpace their industry, if you’re not careful. The main problems right now (I’m almost certain this is subject to change) is that the AI is a little timid once you’ve built up enough force, and doesn’t seem to play the Rock-Paper-Scissors game with beam, energy, and missile weapons so well… Although they’ll still kick your ass on a ground assault without the numbers on your side.

The United Empire: Now much more clearly Not Good People.

It’s entertaining, there’s no doubt about that, as the questline feature from Endless Legend is applied adroitly to each faction (For example, the UE is about the paranoid emperor trying to find and quash dissent), and the new political system, if your economy goes well, can allow for some drastic shifts in focus, although I often find, due to my playstyle and the fact that war empowers them, that the Militarist party is most often in power regardless of faction, although minor races having their own political affiliation helps. The UI is simple and clean, the battle mode has some clarifications and upgrades (Although not full ship control, which I know turns some folks off) …

… But right now, even though I’m finding it fun a fair amount of the time, it’s also oddly frustrating in portions. When a game goes badly, it goes horrifically, depressingly wrong, but when it goes well? I find myself running out of things to do, to build, and so, by about turn 100 on a good game, I’m finding myself hitting the End Turn button twice, once to try, and once to confirm that yes, I’m not building anything in those five or so core systems because my industry has outpaced my research, or there’s nothing that I particularly need at this point. Your mileage, obviously, may vary there. Something that may get fixed before release is that the battles seem to calculate slower as the game goes on, and this can become a bit annoying, and, as the final screenshot shows, some of the faction colours may be a problem for colourblind folks to read.

Still, the writing of the game so far is pleasant, if somewhat stereotypical in places (Space Shark Mafia are quite literally a Mafia, Crime Families and all, for example), the art and ship designs are gorgeous, the music is calming for the most part, and the rebooted universe of the Endless still, somehow, feels fresh.

I just wish I really understood how the Vodyani played, even if I love Sciencing the crap out of people as the Sophons.

The Sophons know, like all good space-dorks, that Science Is A Verb. 8D

The Mad Welshman fully understands the Sophons’ joy. I mean, there’s nothing quite like writing your name on the moon with a giant death laser, is there?

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Planet Explorers (Review)

Source: Regretted Cashmoneys
Price: £18.99
Where (Not) To Get It: Steam

I’ve never seen a first person survival game where doing beginning quests in the wrong order can kill you before. Now that I have, with Planet Explorers, I can say that I find it an unpleasant experience. Not to mention the rest of the experience, which, for me, is equally unpleasant.

Yep, it eventually killed me. After following me for *miles* and mostly whiffing. Oh, should I mention the next village is about forty minutes walk, realtime, from the first?

Yep, it eventually killed me. After following me for *miles* and mostly whiffing. Oh, should I mention the next village is about forty minutes walk, realtime, from the first?

So, let’s begin with the difference between “Story” and “Adventure” mode, where the first has quests (Some of which are stupidly lethal, with no real indication this is the case), a story mode, and cutscenes, and the second… Has quests, a story attached to each village that doesn’t seem to change, and no cutscenes. Adventure mode’s first village nearly always has one asshole whose only function is to lead you to a slaver ambush, which provides an easy segue for me into combat.

There is, of a sort, combat AI in this game. For humans, this nearly always involve rushing you as soon as they spot you with their melee weapons if they’re hostile, and shooting from a distance if they have a gun. And y’know what? That works. Shame it works because your starting weapons are incredibly shit, and so combat with even one enemy is a case of having more medical tools and attempting to dodge. Or, y’know, doing quests in the first area in such an order that you have a handgun before taking on six slavers… Because otherwise, respawning where you are will just rapidly get you killed, while respawning back in the village will… Get everyone killed, including you. Or, you can do quests in the arbitrary “Right” order, and get a nice shiny handgun, which does the job better than your melee weapons. It even nets you a set of sentry guns, if you want a nice easy sta-

Pictured: What happens if you do Adventure Mode quests in the wrong order, then respawn in the village.

Pictured: What happens if you do Adventure Mode quests in the wrong order, then respawn in the village.

-Oh, did I forget to mention that Adventure mode has a means of randomising your procgen world, but doesn’t seem to account for the fact that you might have a different biome which doesn’t have “Tulips” , or, in at least one case, places a quest marker for putting down turrets to hunt a beast… In the middle of the ocean. Good. Fucking. Job. Because hey, while there are procedurally generated quests, usually of the MMO style variety of “Collect X shit for me”, “Oh noes, protect me from Y Angry Space Ogres” or “Please go into this conspicuously out of place dungeon and kill everything in it”, the village quests will always remain the same. Which is pretty damn awkward when you have an island in the middle of nowhere.

I could go on, and on, and on, about various things going on with this game, from the cutscenes with odd audio desync, to the fact that it was apparently decided to be a good idea to have a Cliff Racer equivalent in this open world game (A griffin-mouse combination, oddly), to how mining is somehow more of a slog than Runescape (Ten minutes to even get to an Iron Ore seam somewhat close to the surface… I gave up on getting more iron a few minutes later, not least because design schematics are linked to… Drumroll please… Quest Completion. That’s right, the ones which don’t seem to have much difficulty balancing, or sense of placement, or… holds head .)

Pictured: Both the pop in (egregious) and a quest I can't complete because I can't put turrets in open water...

Pictured: Both the pop in (egregious) and a quest I can’t complete because I can’t put turrets in open water…

But instead I’m going to say that it looks kind of okay visually (We’re talking late PS2 level here, but mostly consistent in this), and it has a kind of sweet-sounding (In the saccharine sense) theme tune. Both of which you would probably be better off appreciating from screenshots and a youtube video of the opening, respectively. I have no idea why this was approved as a release candidate, to be perfectly and brutally honest.

Oh, it’s moddable. There, that’s maybe another nice thing.

The Mad Welshman sighed as his pick struck once more. You do sixteen minutes, and whaddya get… Painful blisters and hungry and wet…

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GRIP (Early Access Review)

Source: Cashmoneys
Price: £11.99
Where To Get It: Steam
Other Reviews: Early Access 2, Release

GRIP, from the developers of Rollcage, is, in essence, a Future Racing game about cars that don’t care which way up they are, going fast and blowing each other up. And oh, boy, is it fun already, despite not being finished yet!

However… There is a shadow over this fun, that I want to deal with as we go along as well, because it overshadows… Pretty much the rest of it. In a word? Aggression.

This, while showing off the beauty of the environments, is a prelude to something *bad* happening.

This, while showing off the beauty of the environments, is a prelude to something *bad* happening.

Despite the game undeniably looking pretty at this early stage, aggression is definitely a problem with the game as it stands, in many aspects. In some others, clarity is a problem in some small ways. But aggression… Ahhh, that’s the real problem right now. The AI is very aggressive. When it’s turned on, the rubberbanding is aggressive. And the weapon/utility selection in this Future Racing game? Is very much tuned toward aggression over defense.

In the developers’ favour, the default options tone this aggressiveness down somewhat by allowing the player to partake in the rubberbanding as an option (on by default), and a damage negating option, protecting them (and the AI, by extension) from the spectacle of going boom when hit enough times, losing them the race (also on by default.) Turning off either one of these options, however, reveals the real GRIP, and the balancing problems therein. Possibly one of the first Future Racing games I’ve encountered where piloting at my best is, in fact, the riskiest possible move I could make. Why?

Let’s talk about Blue Shells. You may have heard the term, one of the more despised weapons of Mario Kart: A weapon that targets the person in the lead, regardless of distance, and homes in with unnerring accuracy, also regardless of distance.

Not pictured: The EMP, missile, exploding vehicle, and hefty swearing that immediately preceded this.

Not pictured: The EMP, missile, exploding vehicle, and hefty swearing that immediately preceded this.

This game has a Blue Shell, in the form of a blue-ish trailed missile. Unfortunately, what it doesn’t have is more than one option that reliably deals with it. The only purely defensive measures, in fact, are a backwards facing shield (Which will be destroyed after one of either what I’m calling the Blue Shell Missile, or normal, lock-on requiring missiles… Or enough machine-gun shots, but we’ll get into the machine-gun in a minute), and maybe (I haven’t been able to reliably check), the EMP Burst weapon, which seems pretty damn rare. No, more common are the machine-guns (Pretty short ranged, but, as I discovered, have a utility in dealing with mines), the mines (Still presenting somewhat of a colour blindness problem by their warning lights being red and not too visually distinct, value wise, from the track, although the new markers and upwards light-ray do help a little), lock-on missiles, the aforementioned Blue Shell Missile, and turbo boosts.

As it is, with catch-up turned on, and destruction off, there’s tight, tense gameplay where mistakes are paid with a loss of at least a couple of positions (Thankfully re-attainable.) With destruction still off, and catch-up also off, it becomes much more variable, where a few mistakes or a string of missile locks could well cost you the entire race. With destruction on, whether catch up is on or not? Getting into first place is asking to be blown up. Staying in the pack until the end is asking to be blown up. It becomes, in a word, un-fun. In more words, the challenge suddenly becomes a nightmare, and “normal” tracks become hellish torture chambers where travelling more than a few hundred yards without being attacked by something is a blessing from the Powers That Be. I have, no joke, been hit twice by a Blue Missile for 80% of my damage, stayed in first for three whole laps… And then had two missiles hit in quick succession in the final few seconds of the final lap, instantly relegating me from 1st… To 9th.

With Catch-Up Assist on and Destruction off, races become a tight test of skill, with the pack being relatively tight.

With Catch-Up Assist on and Destruction off, races become a tight test of skill, with the pack being relatively tight.

The Assassin, as this Blue Shell style missile is called, is a painful beast. Doing a hefty amount of damage, and making its way to the leading racer almost unerringly, the back shield isn’t a guarantee of protection against it, and the AI have a very nasty tendency of firing off an EMP burst just before it hits, whether they were the ones to fire the Assassin or not. When this happens (More often than I would like), this makes the race feel, not so much a race against individuals, so much as a race against a hive mind united in not wanting you to win. Even on medium difficulty, the AI… Is effectively too good at times.

Anyway, now that we’ve gotten that out of the way, with catch-up on, and destruction turned off, it’s challenging, and mistakes will cost you, but you can win, even if you’ve been knocked back quite a few times. It’s still a bit of a gamble, but it’s an entertaining gamble. The control scheme is very simple, the music is dark and pumping, fitting a game mostly set in grim industrial wastelands, and the tracks give you lots of opportunities for GRIP’s real draw: Being able to drive on most level surfaces. Tunnels, where you can loop up, then drop onto a powerup. There are multiple paths on the tracks, and each has something to recommend them. And each track, so far, is visually distinct. There are lots of cars, from the slow but tough , to my current favourite, the Speed Car of Doom, the Dominator, and, while visual distinctiveness on the track is a problem, it’s currently not terribly important to know what you’re up against, considering… The cars are mainly customisable by colour, and, so long as you remember not to screw with that destruction setting, this is by no means a bad Future Racing game.

Of course, it would be a better Future Racing game if, amusingly, either destruction wasn’t quite so, er… Destructive, or, at the very least, there were some better repair/defensive options. But as it is, with Destruction off, and Catch-Up Assist on or off to your taste, it is definitely enjoyable… But it would be nice if Destruction on weren’t a death sentence.

The Mad Welshman sobbed as he heard that dread beeping. The beeps were getting closer together, and soon, soon, his car would stop. Oh God. Oh God.

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Formula Fusion (Early Access Review 2)

Source: Early Access Backer
Price: £14.99
Where To Get It: Steam
Other Reviews: Early Access 1, Release

“It’s not like Wipeout!” appears to be quite a common cry for Formula Fusion, a game intended to be… Er… Not specifically like Wipeout, but using the Future Racing experience of a team mostly comprised of folks who did work on Wipeout.

So, naturally, I’m keeping the Wipeout references to a minimum, and judging the game on its own damn merits. And, surprising nobody, the game is by no means bad, even at this early stage of development. Let’s talk about what’s currently not so hot first, starting with the F2000 craft, and the upgrade system.

Much like racing nowadays, some teams just can't resist a really gaudy colour scheme... I LOVE IT.

Much like racing nowadays, some teams just can’t resist a really gaudy colour scheme… I LOVE IT.

Whenever people talk about an unresponsive craft, I’m pretty much assuming they mean the FF2000, which does indeed currently steer like gold plated neutronium bricks, while going at a fair clip providing you can actually steer the bloody thing. While I’m almost certain that upgrading its handling stat would allow it to at least steer like a particularly stubborn mule (Proven after writing this sentence), upgrading is currently on a system that’s either relying on multiplayer (I unfortunately wouldn’t know, as, much like many other Future Racing games, the servers are pretty much ghost towns), or on small money drops for each race (105 FusionBux per Gold medal, 55 for a silver, moving rapidly down to 5 for, er… Placing.), with increasing costs the more you wish to upgrade the craft. For example, to upgrade the F2000 to its full level of handling, I would need 6500 FusionBux. I had 35, increasing to 140 as I finished a race in Niagara Falls (Getting Gold, naturally.)

Which would get me 2 percent better handling. There are 6 upgrade bars per craft (Handling, Shield, Braking, Speed, Defensive, and Offensive.) Teams, by the way, appear to be for purely cosmetic and/or roleplay reasons at the present time (I’m Southern Star, the Australian/Oceania grouped team, mainly because I do love me dark craft with red piping. It’s the least ostentatious of the Team colours.) As such, upgrading the craft is a bit of a grind, and it’s uncertain how the planned research tree feature is going to help there.

Looks like a fish... Swims like a fish... Steers like a cow. (But upgradeable to the point where it steers alright, actually!)

Looks like a fish… Swims like a fish… Steers like a cow. (But upgradeable to the point where it steers alright, actually!)

Now, let’s move to a counterpoint: Yes, the FF2000 steers awfully. But the FF3000 is somewhat nippy, and I have a fully upgraded FF4000 (In handling, at least) that turns on a penny, so “unresponsive handling” is most definitely not an issue with Formula Fusion’s current build overall. It may not help that it’s very important to check controls, as the arrow keys control pitch and, more importantly, airbrakes for the left and right… Not steering. Steering is A and D, while accelerate is W, and… Well, we all know the S is meant to be for brakes, and I’m sure it works, but who the hell uses brakes, seriously?

Content wise, it’s true that there are only the craft classes (Customisation is mainly meant to be in upgrades and that research tree… Which isn’t implemented yet), and four tracks, out of what appears to be a planned eight (Manhattan, Niagara GP, Atlas Torres, and Trans Atol are all in, while Fiar Fury, Terminus, Sampa-V, and Midtown are not), but those tracks? Are well designed. Manhattan is a fairly good starter track; Niagara GP makes for a good speed track, with only one corner I can think of that requires airbrakes, and the skill being in keeping your boost going; Atlas Torres is the first track where you can, with a flick of your pitch controls, leave the track at least temporarily, and Trans Atol, formerly an explosive hell of airbrake chicanes and hard turns, is now a slightly more mellow, but still challenging industrial track. There are also weapons, of which you are allowed 2 at any one time (Changing them out between races via the Garage), one Offensive (missiles, plasma, the like), and Defensive (mines, EMP bursts, and the like.) As such, much like RedOut, the emphasis is very much on the racing over the combat, especially with the KERS Boost system, which rewards having full weapon energy with… A boost you can fire off around once every 30 seconds, by holding down both weapon keys.

Then again, anyone who thinks the weapons are thus less meaningful won’t have noticed that EMP bursts not only temporarily turn off your engines, they also drain your weapon energy. Good luck boosting now, bucko!

...Meanwhile, it is very important to note that yes, sick jumps are do-able in Formula Fusion.

…Meanwhile, it is very important to note that yes, sick jumps are do-able in Formula Fusion.

But, not counting the reverse versions, night versions, and the mysterious “Red Route” that can be glimpsed in Custom mode, the basic tracks are something like half done. The game is pretty, although it currently feels more sedate in terms of the impression of speed (The actual speed is okay), the music is fairly good, the controls are responsive… The only things currently letting it down are that upgrading the craft feels grindy at the present time, and the occasional crash (and I stress, this is occasional.) It has multiplayer (Although, as is often the case for future racing games and other niche-ish genres, finding a game without a bunch of friends who already have it is a matter of luck), it seems to be progressing nicely, and, from what I can gather, it’s been done in a sensible timeline for developing a game like this in the Unreal 4 engine.

Even though it’s not complete, what is there works, and, with the possible exception of the F2000 and Custom Race mode, works well. Props.

The Mad Welshman pondered. Wipeout 1 had… 3 craft, and eight tracks. Formula Fusion has proposed… 3 craft, and eight tracks. Naaaahhh, just a coincidence.

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