Hacktag (Early Access Review 2)

Source: Review Copy
Price: £15.49
Where To Get It: Steam
Other Reviews: Early Access 1, Release

Last time, on Hacktag

“You’re a loose cannon, Hacktag! Competition and co-op play in the same game? Hand me your badge!”

And now, we return you to… Hacktag

People forget, I think, how many possible ways there are of making a multiplayer experience single player. They also forget that sometimes this can be quite tough. AI companions require extra code, extra thought. A checkpoint based auto companion can feel very samey, but cuts down on the work.

Updated skills and lobby interface? Yes, please!

Hacktag has gone for something a little more old fashioned, but it’s interesting to note how it changes the game: Split-screen, swappable solo. One keyboard, two characters, and you’re switching between the perspective of both. How is it?

Challenging! With multiplayer, the other player is able to spot and avoid threats just fine on their own. The only times you worry about them is when they screw up and get caught, when you screw up and need to be rescued, or when you both need to be at the same place for the dual hacks. With singleplayer? Ahh, there’s the rub. Because whether you’re on split screen or full screen perspective for each character, once you switch characters, the other is helpless, and so, timing becomes much more important. As do safe zones. As such, it’s both a more challenging, and, at the present stage at least, frustrating experience. In the middle of a dual hack when bam, guard. Stealthing to the next safe point, but… Crap, antivirus. It’s got a lot of planning to it, that’s to be sure.

AAAaaaaAAA! There are also new objectives. Now… AaaaAAAAaaaaAAa!!!

Nonetheless, if that were the only change at this stage, rough as it is, I’d be happy. But the general experience has improved as well, with more types of event, rejiggered minigames for hacking and stealthing, and… Traps. Sometimes, it’ll be the standard “There is an alarm, get to it and disable it before it goes off.” Sometimes, it’ll be a laser grid, to be avoided in either hacker or stealth mode until the timer runs out. What’s nice about that one is that it varies depending on who triggers it, a clever touch that swings things a little back toward parity between stealth and hacking play.

The competitive score with co-operative play remains (And seems to now firmly be a part of the vision), but skills and cosmetics have also been improved, so levelling up gives a broader depth of rewards, and now, should your heart desire, you can be one of a small multitude of anthropomorphic animal cat burglars. Go you!

So, on the whole, the potential of Hacktag is really shaping up. Good co-op play can tough out even the meanest of missions, be it local or multiplayer, solo play is there for those of us who like planning (and also acknowledge that a plan never survives contact with the enemy), and, even aesthetically, there’s a little more variation. There are still some bugs and glitches, but they are, at the present time, relatively minor, so, overall, I guess I’ll leave you with the denouement of this episode of Hacktag.

Solo *does* have the option of switching between fullscreen perspectives, but… Nah, not risking it!

KOFF, I never shoulda cancelled my laser-grid insurance!”
“No… Don’t say that… You’re Gonna Live.”

The Mad Welshman recommends this and many other games… Because they’re video-games. And all your friends are playing them.

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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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The Sexy Brutale (Review)

Source: Cashmoneys
Price: £14.99
Where To Get It: Steam, GOG, Humble Store

It’s no exaggeration to say that The Sexy Brutale, by Cavalier Games and Tequila Works, has been the high point of my month. Not least because it’s so pleasurable to see a game so delicately planned that the keyboard and mouse control scheme, while a little clunkier than controller, has a neat little touch that made me chuckle.

Hokay, Blood lady!

Reversing time is bound, on keyboard, to F1. I’d like you to think about that for a second, and chuckle with me. It’s nice and subtle, and a good segue into the rest of the game.

The Sexy Brutale can best be described as a stealth puzzle adventure with almost Metroidvania elements, in that solving the puzzle (Which, funnily enough, involves using your time travel and stealth powers, gifted to you by a lady made of blood) gives you extra abilities that will unlock new areas, new people to save from a devilish casino and its employees that, all of a sudden, has stopped fulfilling dreams, and is now murdering folks in blackly fitting ways. Ways that range from the mundane (Poison drinks, a stabbing… It was the 8 of Diamonds, officer, in the Church with the Rifle!) to the bizarre (This is a good time to mention that the game has something that arachnophobes may want to steel themselves for: A giant spider. Just the one, as far as I know, but… Be warned)

The game has Content Warning: Arachnophobia. Thematically appropriate, considering the mask, but yeah, you have been content warned.

But I’m not saying any more about the plot, as this is a moderately linear game, and instead, I’m going to try and persuade you by telling you just how accessible it is, and charming to boot.

First up, aesthetically, the game is beautiful. While the models are not hand-painted, they are stylised in such a way that you could almost believe they were, and the exaggeration helps make this game keep a somewhat light hearted tone despite the fact that, y’know, it’s a supernatural murder party. Similarly, the swinging music helps the mood immensely, from when it’s jazzy and breezy, to the tense tunes when time… Is running out. Everyone is a character, even the Playing Cards, the murderous henchmen, and it says a lot that I was perfectly fine with both watching the demise of the characters for their speech, and spending a lot of time making sure I knew everyone’s route, rewinding the clock to get collectibles, story, and the like. It’s a game where, thanks to the time mechanic, and the usefulness of a map that tracks characters you’ve seen during the day (As long as you’ve seen them, that is), I don’t feel bad about taking my time.

Clear. Concise. USEFUL.

The game encourages me to explore as a result, and that’s a good thing. Similarly, the differing control schemes of the game are both understandable, from the mouse and keyboard’s Dungeon Siege like “Hold right mouse to move, left click to do things, and then keys” to the controller’s “Right stick to move, face buttons and trigger to do things.” So it’s an accessible game too. Things are highlighted, the consistency of the UI is a delight…

…It’s very rare I can say that I don’t have anything negative to say, but I’m quite happy when it happens. The Sexy Brutale is one such game, as it’s accessible, charming, and the clues to its puzzles are uncovered organically. Recommended, and gladly.

The Mad Welshman wears a wolf mask. Well, he would, if the damn thing wasn’t using american shipping. He really wants a nice wolf mask. A red one.

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