Where WE review our games

From the few references I've seen to it, if you die in lane (whatevertf that means) you are a huge idiot and will be raged at forever. Also a whole host of other offenses, all with their own lingo.

In DOTA, dieing in lane is basically "FEEDING", since you are basically giving out free gold and free levels to the other team which will make the other team proportionally stronger. It actually is very important to the game concept, and kind of opposite what FPS team shooters teach you (die selflessly for the team to help capture a flag or something, then respawn). Rage-queens tend to ruin any game for everyone though.


DOTA 2 allows you to mute obnoxious people, which is nice.
 
Babel Rising
Score: 60%

Babel Rising is a Ubisoft game where you play God. As God, your goal is to make sure those pesky Babylonians don't build the Tower of Babel. You have four elemental powers up your sleeves, each with two basic powers and "superweapon". Missions range from "kill X amount of workers/priests" to "last this long". As workers build up the ramp, they have to walk a longer walk to build the ramp upwards as it spirals around the tower. There are a variety of "enemies".

Basic workers disappear once they build a part of the ramp. Fast workers are like basic, but move fast. Big Workers move slower (I think), but DON'T disappear, meaning they keep going and going. A Slave Driver with a whip sometimes stands at the base of the tower, whipping slaves to move faster.

There is the jerk who carries a purple-glowing jar. When you use a power against the jar, the power is disabled. I really really really really hate this for a variety of reasons explained later.

Finally, there are priests. Priests create a sphere of anti-elemental power. A yellow sphere negates wind power, blue negates water, and so on. Sometimes they get a rainbow sphere, which blocks everything and is also very annoying. Priests don't build anything, and cursed jar carriers just drop the jar off somewhere to act as an anti-God mine.

The Powers, and what is wrong with them

Your first elemental is Earth. The way powers work, there is a "point" power, a "trail" power, and the superpower. The point power is what happens when you just click. A trail power is what happens when you drag the mouse. When you accumulate enough kills with an element, you unlock a the superweapon.

The Earth point power is awful, and I hate it. The point powers all share a problem where it feels like every 4th click is ignored, but the Earth Point power is the worst because it is supposed to be fired rapidly. Each click=one rock drop=one minion killed if it hits. Compared to the other point powers, it sucks. The Earth trail power creates a fissure in the ground that kills enemies, and its pretty solid but the slow reload and crappy point power makes the overall Earth power not worth it.

The Earth super is a giant boulder rolling down the ramp, killing everything on the way. Lacks the flair of the other powers.

NEXT, there was fire. I like fire. For fire and future powers, the longer you don't use a power, the more powerful it is when you use it. The fire point power is a fireball and, fully charged, it is rather explosive and damages the ramp (not enough for you to use it to JUST target the ramp mind you). It negates the rather crappy accuracy issues I experienced. The trail power is a wall of flames which last a short while, killing/damaging all units who enter it except Red/Rainbow Priests.

The superweapon is also fun to use, but it brings me to a problem I have with superpowers. You have to shake the mouse a lot or tap the spaceboard fast when you activate them to "charge them" to do greater damage. I didn't notice much a change for boulder, but the Fire Super REQUIRES this, or you'll only drop a few fireballs. The tapping-the-crap-out-of-something is fine for Xbox, but NOT for PC. This is a problem a lot of Ubisoft XBL->PC games seem to have.

Water is the "slow the enemy down" power. Its decent, but I usually end up using a Wind/Fire combo. The point power creates a hailstorm that slows workers moving through it. The trail power freezes workers, but they can be unfrozen by other workers. The super is a gigantic flood that kills all the minions on the tower.

Wind is a rather solid element. The point power calls in a lightning bolt that lasts a while like the Wall of Flame, but in a narrow area. I find it more useful than the flames more often than not to be honest. The trail power is a whirlwind, which rivals the Earth Trail power in usefulness. The super is a windstorm, which is pretty solid.

Rundown

Graphics are decent. Gameplay gets very repetitive after a while, especially due to the somewhat crappy controls. It might be worth $1.99, but not $9.99 at all.
 
I'll admit I thought it looked clever for a second, like a reverse Populous, but then I realized it was an action-Tower Defense game with a weak biblical theme, therefore I was like "meh".

I'm impressed that there is any game at all in there, from Sonereal's review.
 
The Secret World (Post-launch content)

When reviewing an MMO, I think it's important to hold off on a definitive judgment until well after launch. There might be some things in later months that either drastically improve the game or tarnish its credibility forever. Take any MMO that goes free-to-play, for example, where most of the major in-game systems are revamped from the microtransaction perspective. That's why I'm waiting till now to give you my full opinion.

Business Health: Funcom is no stranger to post-release drama. Anarchy Online experienced some hiccups when it released back in the day. We all know what happened with Age of Conan. Likewise, The Secret World went through, shall we say, an interesting process. Crappy marketing coupled with insider trading threw a monkey wrench into sales. TSW's rather secret presence in the marketplace led to half of Funcom's staff being laid off. The latter hasn't exactly helped either the game's or Funcom's image.

So that happened. How has the game progressed since then? It's been touch and go for three months but I'd surprisingly well. Rather than let the game peter out on unfulfilled expectations, the devs have stayed aggressive with the monthly content updates. Really glad they did, as this is where TSW marks its true difference from other MMOs. It's more like a TV show where you come back for the next episodes. In addition to that, they've also continued to update the dungeons and lairs with more difficulties and related quests. Chalk that up to creator Ragnar Tornquist replacing himself as game director to focus more on adding to the story and universe. Joel Bylos took on the director role recently and it already shows. Check out this Gama Sutra article for more information:

http://www.gamasutra.com/view/news/178530/The_Secret_World_and_the_tough_road_ahead.php

This has me confident about my subscription. They've already shown they're upfront about the process when they were less than healthy so I'm willing to give them the benefit of the doubt when it comes to growing the game further. Getting back on time with the monthly updates one week after they released a delayed update was the icing on the cake.

All right but what about the content? About half the post-launch content so far has been updating existing dungeons and lairs, with some tweaking to PvP. My initial thought going into the game was, "Oh yusss, I want a new zone every month!" I was disappointed to learn this was not the case. On the other hand, that's where the new story content gets interesting in its approach. I realized that I was still thinking like an Uru player (yeah, yeah) and equating zone with a small Age. The number of new missions every month add to the ongoing story with existing zones, many of them arcane puzzle missions (Morse code. Finding specific biblical verses. Researching real-life Irish classical literature. It's insane.) that bequeath a large amount of storytelling that's more intimate than a simple mob-killing quest. This adds up to about 10-15 hours of gameplay, which is more than enough for me. I'm still kneedeep in the game's fourth zone and I'm still not even close to done with the new content.

Technical issues and bugs Funcom has clearly learned its lesson from the beating it took over Conan. I really haven't seen too many bugs that were game-breaking, save a couple of annoying missions that weren't working correctly. I've only crashed a couple of times and that was from exiting the game anyway. Logging in and playing works like a charm from week one, where even the launch was smooth sailing. That said, the second update did introduce a number of bugs that they're working on squashing, including the infamous Gear Manager still not working. It's all stuff that's recognized and quickly taken care of, so I'm patient. When 95% of the game works very smoothly, that says something, especially when new missions and cutscenes are implemented on a regular basis with very little problems.

Developer feedback and customer support: Again, no problems and some welcome surprises. It's been close to three months since release and the devs still make frequent comments on threads in the official forums, some of them very frank on what's going on. I've contacted in-game customer support about three or four times about random things and usually got a response within an hour or even about five minutes.

Final Verdict: I still like this a lot and think even better things are ahead for the game. It's somewhat of a fortunate situation when the developers are forced to pay attention to the needs of the customers for their own existence. :D That's how this game somehow became the reverse Civ 5 in my eyes: trashed by the critics but loved by the players. How often does that happen?

But it's definitely a niche game. It really is a case where your mileage may vary depending on your taste for both magical realism and sub-only MMOs--not a likely combination for most people. Full F2P probably won't happen for a very long time. I don't blame anybody who doesn't want to subscribe to a videogame. I did it because I was confident that they could back it up with substantial material; so far, they have. I'd say if you're interested but don't want to play every month, you can come back every six months and finish up on new material pretty easily. What new material is there continues to be as clever and well-realized as the launch content.

Business decisions and health: C+ but getting better. Funcom is already starting to hire back laid off staff. Let's hope their marketing team discovers the Internet.
Monthly content: B+. If you like this stuff, it's definitely more of the same. Just like pizza that comes back every four weeks.
Bugs and such: B-. Could be better, could be a lot worse.
Dev communication with players: A. Pretty great stuff. I'd like to see Firaxis step it up beyond posting once every six months.
Customer support: A. Prompt and ready to help very fast. Players frequently get reimbursed some bonus in-game items for troublesome situations.
Final Verdict: 90% A for me. This MMO survived three months and keeps improving itself. I want to keep rewarding Funcom for going the extra mile.
 
And now for a completely different summary/review thing :p

Nehrim: At Fate's Edge

I'll just sum up the good and bad points, so I don't get carried away :p:
+ 3 races, of which 1 is outlawed! (haven't played it however)
+ Good plot, with massive plot twists
+ Wonderful feel to the world
+ Characters make sense.
+ no factions, but achievements (such as killing 250 people, killing a bear)
+ crafting and hunting: A use for the armorer skill
+ They actually added easter eggs!
+ Germanic everything
+ teleportation, mark and recall...
+ Free, and free for ever

- If English speaker, need to learn German to fully enjoy the game (mod was made by Germans, German voice acting, posters in German)
- Magic outlawed in most cities
- no fast travel
- Too many trolls at start of game
- most mods won't work with Nehrim
- If you own oblivion on steam it's a harder install
- It's a mod. It only works on PC

Overall score, 9/10, apart from the German, its flaws are minor compared to the awesome you get.
(probably a summary again, right?)
 
Thirty Flights of Loving

Rock Paper Shotgun was raving about this so I picked this up during the Steam sale. For a couple bucks this is quite good. More like a theme park ride with a heist plot, the closest thing to it would be a short film that lasts about five minutes. Think Dear Esther but with blocky graphics and a punchy soundtrack. Move forward for a bit and watch the devs do some clever things. No fighting, no puzzles, just the...eh, don't know what else to call it. Far more satisfying than 60 hours of a bloated Ubisoft single player game. I ended up replaying it and its bundled prequel (Gravity Bone) several times to savor it a little more. 8/10
 
There isn't really any.
 
Like I said, Steam sale.
 
:bump:

FIFA 13 for iOS (iPad)

I, personally, love soccer. Being born in Massachusetts, where the biggest teams are the Boston Bruins (hockey), the Boston Red Sox (baseballl), and the New England Patriots (American football), this seems strange to many of my friends. However, having played for the past 6 years, I've loved the game. Only recently have I actually started to pay attention to international football instead of just the main league in the US, though, and it truly is beautiful to watch such greats as the Rooney-RvP combo, Ibrahimovic, Cristiano Ronaldo, Robiniho, and many more. I love games like FIFA because it lets me play as those greats, and even when a United match isn't on, I can play as them instead. Anyways, here's my review.

GAMEPLAY: 8/10
FIFA 13 gives you four game modes. Quick Match, where you pit any tEams against each other; Manager Mode, where you practically take control of any team, and lead it to greatness; Tournament Mode, where you try to win such things as the Coppa Nazionale (Italy), The FA Cup (England), and many more; and Ultimate Team, which makes the players into cards, and you try and become the best team you can come up with from a bunch of no-name players who are in bottom leagues. The gameplay itself is logical, and on higher difficulties you will find yourself actually making plays like you were on Manchester United, FC Barcelona, or any top-tier team. I only have a problem with the skill move set, as it's rather restricting and gives you few options (although they are effective, I would like more choices. It's missing some fake dribbles and such), and the defense can be a bit glitchy, especially when three of your fullbacks accidentally bunch up, and can't decide who gets the ball, allowing that Iuventus player to score the winning goal. Oh, and refs have offsides problems. Other than that, it's fine.

GRAPHICS: 8/10
Players and pitch look pretty good. Fans are cardboard cut-outs, which was a bit disappointing. Players can glitch on occasion (in celebration cutscenes, shoulders and armpits sometimes don't look normal).

AUDIO: 9/10
That feel when you score an 84th minute goal with Anderson off a RvP cross to give you a 2-1 lead over Real Madrid and the crowd starts chanting "GLORY, GLORY MAN UNIIIITED / GLORY, GLORY MAN UNIIIITED / GLORY, GLORY MAN UNIIIITED / AND THE REDS GO MARCHING ON ON ON!" is truly amazing to me. Soundtrack isn't all that bad, either.

COMPANY/-IES BEHIND THE GAME: 5/10
​It's EA. They make you create an Origin account to play online and play Ultimate Team, despite the game being integrated with GameCenter. Need I say more?

OVERALL: 30/40=75%
-Overall excluding EA: 25/30=83.3333...%
If not for this being by EA, this is a great game for the iPad, and I love it.

FINAL WORDS
"U-N-I-T-E-D
United are the team for me
With a knick knack paddy whack give a dog a bone
Why dont City **** off home"
I wish they included that chant for when I play United vs. City :p
 
Hm. Never saw this before. What's a game I can review...

Hitman Absolution (PC)

I think everyone knows what this game's idea is: you are an assassin. The most ruthless, cold-hearted killer that knows how to handle a gun. Absolution got some bad press with quite a few poor marketing schemes, but that is undeserved in my opinion. The game is nothing like what the commercials suggest.

Gameplay 9/10

The gameplay is solid by and large. You are very stealthy, and are capable of donning disguises to augment your abilities. Gunplay exists, though it is rough. That said, you really don't need to use guns very often if you play in the recommended stealth mode. While you can always go in guns-blazing, that will net you drastically less points than the stealth kills. With each level additionally having challenges (that are often mutually exclusive to one another), attempting to replay a level over and over to get that one challenge right is great fun. The new "instinct" ability that gives Agent 47 a "spidey sense" of his surroundings, coupled with the ability to activate disguises on those who might recognize you; it flows surprisingly well. The only true issue I take with this gameplay is pacing. Checkpoints are laughably uncommon, and that makes certain levels a nightmare to get through without being detected. That said, trial and error will eventually win out. If you have patience.

Graphics: 8.5/10

The graphics are solid as well. The gunplay segments can be quite bloody, but that isn't very specific to this game. Something about it doesn't resonate with me, but I'm not quite sure what. Most of the effects look quite nice in reality. If I was pressed, I would guess that the game attempts to make itself lifelike, yet comes off looking very plastic. The animations are fine though, I take issue with the textures.

Post-Launch Support: 8.5/10

The game launched well to begin with (from what I can see), and patches and updates have polished it even more. There are no particular problems on this end.

Online Mode: 7/10

This entry in Hitman gives you the ability to replay any level from the story, and make your own contracts. This is a fun diversion for a little while, but I couldn't see any particular appeal. If you find that you love the game's gameplay, this should help with the franchise's historic replayability issues. At least a bit.

Story: 8/10

The story is not spectacular. It is a common and somewhat shallow excuse to go around killing people in arbitrary places. The good news is that the execution of the story is actually pretty good. It's delivered far better than the writing otherwise makes it. It seems paradoxical as I write this, but the schizophrenic story actually kept me intrigued for most of the game. That factor started to wear off when the now infamous "Saints", or nun assassins, stepped into the picture. That said, I've seen worse.

Overall: 8.25/10 (83%)

The game is good. I do recommend it overall, but it has issues. Checkpoints and a general ambiance that strikes me as lackluster prevent Hitman from achieving the most I think a game can be. That said, the style of game you are playing is unique. An action game with very slow action. If you are a patient person, consider this if/when it goes on sale. I personally got it on a Steam sale. Otherwise, give this one a pass. There are better games for $50.
 
Game Dev Tycoon (PC)

Right, so in this game you are the creative director/owner/lead designer/etc. of a start-up game company. You start out in your garage during the 80's, with the game effectively ending sometime around 2015 or so. It is a simulation game, though more casual than I would like.

Gameplay 8/10

The bread and butter of any simulation, this game gets a solid 8 out of 10 in terms of gameplay. It is straightforward, yet not too simplistic to be uninteresting. You essentially make decisions about what type of game you want, and watch your minion carry out your orders. Random events keep the gameplay moving, and continually increasing standards for games mean that you rarely have a difficulty problem. However, the game suffers from lack of variety.

Graphics 7/10

There is nothing wrong with the 2d cartoon-style graphics. There is nothing particularly notable either.

User-Friendliness 9/10

A very easy game to learn. It is a little too easy to master, but that is a different problem. It is 100% DRM free, boosting this category's score an extra point.

Story 6/10

Essentially nonexistent, which is okay for being a simulation game, but I really think the devs could have used this opportunity for some more creative storytelling, instead it is essentially a re-hash of video game history.

Replayability 6/10

The game grows stale quickly. A lack of variety means you are essentially doing the same thing over and over again. This is particularly notable during the Gameboy era, where the best way to turn a steady profit requires you to release RPGs in a never ending stream, similar to Pokemon in real life.

Overall 7.5/10 (75%)

The game is a typical indie. It has good ideas on almost all fronts, yet falls short in terms of variety, replayability, and depth. For $8, it is probably worth the time you'll get out of it, but don't expect to keep playing this one for years, months, or even weeks.
 
I bought "Reus" yesterday - and the next time I checked the clock, it was 0400.
Reus-600x300.png


The game is a strange genre blend. The easiest way to describe it for me is "Elemental Tower Defence" from Warcraft 3 meets Populus. Some sort of "godgame puzzler".

So what is the game about?
Well, you find yourself on a barren world where 4 primal giants just have awaken from their slumber. The map itself is some sort of half-sliced planet from a sideway view where you can zoom in at will and rotate along the surface. It consists of a certain number of "plots" or "panels" and your goal is to influence those plots to call fourth and sustain life on the planet.

Each giant has a set of special abilities. For example, the ocean giant (a big crab), can lower land to create ocean which causes the barren land left and right from it to become wet. Then you can use your forest giant (a monkey-like being) to create a forest on that wet land or you can use the swamp giant (a big blob-like creature) to create a swamp. Or you use the stone giant to create a mountain somwhere and the land left and right of the mountain will become a desert.

So, now you have terraformed the world a bit and it is time to influence the plots. The giant crab has a "create animals" ability, that will summon animals on a plot, while the forest giant can create plant life and the swamp giant can summon exotic animals and herbs. The stone giant on the other hand has the ability to create different kinds of mines. The trick is that each plot can only contain a single "terrain feature" and the sort of feature depends on the biome. For example, animals in forest are "rabbits", while in ocean they become "mackerels".

Each improvement bestows different benefits on the tile. In general there are 3 ressources (food, wealth, science) and a special value called "natura", which seems to be some sort of ecological balance/power ratio (it can amplify certain tiles and effects). So once you have influenced the first few patches, humans will settle down and create a small city. Now your job is to carefully grow these city and help them complete building projects that will pop-up from time to time and require a certain ressource combination within the city expansion radius. The type of project is tied to the ressources available (e.g. granary with many food ressources + plants in the surrounding) and each project bestows a certain bonus on the city (granary -> more food production from animal or plant tiles).

So your goal is to create many settlements, let them grow and fullfil their projects. On the one hand, you will receive score points (called "prosperity" -> the combined amount of food/wealth/science) that can unlock new stuff for your next game, on the other hand each completed project will create an "ambassador", who can be used to unlock or upgrade your giants abilities.

This is relevant for the second aspect of the game: Each giant has additional abilites. Some are like "enchantments" that boost the output of a tile in a certain way, others allow you to perform new special actions (like moonsoon -> create a fertility boost on several plots at once). But here is the twist: Not only are these "enchantments" used to boost the plot feature, they also allow you to "evolve" it into something else. For example, a plant tile in a forest is a "blue berries". When enhanced with the "leaf" aspect of the forest giant, you can turn them into "strawberries".

The catch? Blue berries get +10 food when next to straw berries. Strawberries get +3 food next to blue berries and +5 awe next to other strawberries. So you have to carefully combine all the plots to use their synergies to maximize plot outputs. You have to puzzle around and figure out which combinations are best suited for your town. And there are 3 different tiers and 2 different sizes (normal/large) for each feature, so there are countless ways to combine stuff. And the game makes a great job to prevent "first order strategies" by assigning each town and each project a random benefit to constantly change the rule what is "best".

And there is more: If you create to many ressources and the towns grow to fast, they become greedy and/or warmongers. As greed rises, the people will start to demand more from your giants (you can see them hopping around in front of them with empty baskets) or they even attack them to subdue them to their will. So what to do? Well, you can destroy the town by using the ocean crab or the stone giant to terraform the plots - or you use mudbombs and earthquakes to show the impertinent bunch their place. Warmongers are a different breed - these guys attack other cities and try to loot and destroy them. But there is yet another twist: Some achievements and projects require you to have cities that won a certain number of wars. For example: Barracks requiere some food, some wealth and at least one victory in war.

This review is already way more detailed than it was supposed to be, so let me wrap it up: After a certain time has passed, your giants will fall asleep again and the game ends. But: This not just a simple countdown and "the end" screen. Instead you have a 1 minute grace period where they start to slumber away randomly, so with some luck you can use your forest giant to create a few more plants that boost your final score. Once the game is over, stuff will unlock for completing certain objectives. With enough objectives unlocked, you can reach a higher level, which will unlock longer playtime (you can play 30, 60 and 120 minutes).

One last thing: The graphics and animations are BEAUTIFUL! Lovely and full of detail, with a fidelity you rarely see in indie games.

In short: This is an amazing game for a 10€ price tag. If you liked Elemental TD from Warcraft 3, godgames and/or puzzle games, you HAVE to check this game out!
 
I'll throw in a review for quite possibly my favorite indie game out there:

Space Pirates and Zombies (SPAZ).

Story:

The story is a little weak, you are part of a mining crew (never really says which character you're supposed to be, maybe you're an unnamed one?) that is leaving earth to mine this mysterious deposit called rez. Rez is what makes the universe work in this day and age. There's a rumor that the middle of the galaxy contains this huge rez deposit so you set off to get there. The problem is the warp gates that let you travel between planetary systems are all being blockaded by this league of earth military guys. So you have to fight your way through them all to get anywhere, stopping along the way to fulfill other important plot points like find some special data to locate the uber warp gate etc etc. Somewhere down the road zombies come into play. Not going to spoil it more than that, suffice it to say, there's enough of a twist to keep it interesting but it's not super compelling.

Gameplay:

This is a 2d space shooter. Battles are real time. You control a spaceship by steering with the mouse and using thrusters to propel forward or backward with side thruster control as well. The physics of it are pretty cool. Some ships have rotating turrets as well so you can turn away from your enemies while rotating the turrets independently to fire at them. You can use strafing tactics, hit and runs, outranging, all sorts of play styles.

You also have a plethora of weapons and ship systems and you get to customize your ships. Ships have a set number of hardpoints where you can attach weapons and systems so certain ships can have say 4 beam weapons and a bunch of support systems while others might be a missile boat with 8 launchers. The weapons you put in those hardpoints are upgraded by finding tech in different systems at spaceports. Usually you purchase the tech but you can also take it by force by assaulting the spaceports. You also reverse engineer new ship hulls. You start out with only a couple small ones that are pretty bad, but as you kill bigger ships you collect schematics from them to reverse engineer them. It gets pretty exciting when you bring down a huge manta ray and can acquire the plans for it.

Your fighter ships all dock aboard a giant mothership. You only have so many hangers of certain sizes, but your mothership gets upgraded with more at certain plot points. There's also three types of resources, data, rez and goons. Rez is basically money used to buy ships and parts and tech. You collect it from asteroids and when ships explode because it's also an ore used to build everything in the galaxy, and by completing missions. Data is quite simply experience points. You get it when you blow up ships and objects. Get enough and you level up and can put skill points in one of around 12 different categories, strengthening your individual ship systems. For example, you can put a bunch of points into beam weapons which gives them more damage and reduces their recharge time. Or dump them into armor to give your ships stronger armor. Data is very crucial because there are so many levels, a fully leveled up beam weapon does like 4 times the damage of a non leveled one. You sort of have to pick which weapons to focus on and specialize because the amount of data per level increases as you level up, like most xp systems, so it takes longer and longer to get levels later. Also certain tech has level requirements so you can say use the fastest engine without level 6 engines.

The final resource is goons. Goons are basically crew on your ships. Ships require a minimum amount of crew depending on their size and more make it operate more efficiently. Goons are also used as currency and traded around like slaves basically at certain spaceports. Often times goons are more precious than rez, depending on the system you're in.

Gameplay outside of battles works as a sort of turn based where travelling between systems/planets takes one day. Inside a system there are usually 3-8 planets that you travel between and can complete missions. There's always two factions, the civilians and the UTA (the earth military, I forget what the acronym stands for), and they're in eternal conflict so you can take missions from either side but it makes the other side mad at you. However the systems are isolated so you can be all in with the civs in one system and the UTA in another. There's also a third sort of neutral faction the bounty hunters. When you do certain missions in a system like assassinations it raises bounty on you. If your bounty is too high the bounty hunters show up an assault your mother ship. This seems bad but it's actually really good because bounty hunters have the best ships and you need to steal their schematics.

Also bounty hunters have their own spaceports where you can bribe them to help you clear warp gates and attack zombies and you can engage in a space fighter arena for rez and data. Some of the arena fights are really hard and unique like pilot a small ship with stealth vs a giant cruiser or go 1 on 4 against smaller ships. It's a very fun mini game which benefits you greatly in the main game.

The universe is procedurally generated where you pick stuff like density, number of systems, tech availability etc before you start a game. So each game is unique in that regard. There's also 5 difficulty levels. The hardest one is damn near impossible, so if you want a real challenge this game definitely has it.

In all I found the game extremely addictive as I kept wanting to grind out more and more tech levels and ship schematics and mess around with different ship loadouts. I can see how some people might find it repetitive after a while, and I did too eventually, but you can make the galaxy smaller if you want to get through it quicker. In general it's quite amazing and it goes on sale on steam a lot so you can probably get it for under $5. Definitely worth it.

Sorry if this review is a little disjointed, it's just hard to organize a review of a game with so many separate phases from the ship building to the leveling to the battles to the missions. Final scores:

Graphics: 7/10. For a 2d game they're pretty but they aren't super high res. It feels like a throwback arcade game which is cool to me.

Sound: 7/10. Good ship shooting sounds, decent music but the music gets repetitive after a while. No voice dialog, all text, brings it down a bit.

Gameplay: 8/10. I'd rate this easily a 10/10 if it didn't get grindy at the highest difficulties.

Overall: 8
 
At the risk of hijacking this thread with a bunch of my own reviews, I thought I would add one more.

Unstoppable Gorg

Story:

Unstoppable Gorg is a tower defense game that is a parody/mockery of 1950s/60s sci fi movies, you know, the ones with little green men and ufos hanging by wires. I found the atmosphere highly entertaining. The plot is this alien race the gorg are attacking earth and you play a spaceship captain who has to fight them all off in various tower defense levels. Along the way you meet a couple other factions all bent on destroying you as well, this brain faction that uses telekentic powers to kill you, and the sun bots, a bunch of robots that gain power from the sun and shoot you with ray beams. The plot is really corny and straightforward, but it's obviously meant to be that way. Between levels there's live action cutscenes which are meant to look like old sci fi movies.

Gameplay:

What intrigued me about gorg is that it's tower defense but it's orbital. In each level you are protecting something in the center of the screen, a spaceship or planet, and there are defense rings around it at different orbits. The defense rings have a limited number of spots where you can place defense on them, usually 1-4. Then the rings can be manually rotated so your defenses cover different parts of the map. The waves of enemies follow different paths to your center structure and if they reach it they'll destroy it after a few hits. You do get to see the enemies path and it's not random, it's always the same on each level, so if you can't figure out a level you can keep playing it and it won't change.

What makes it really interesting is you have strategic choices to make. In most tower defense games it's a simple choice of more resource collecting structures vs defenses and cheap defenses vs expensive ones but in this one you have to consider resources, firepower, range and rate of fire. For example the missile platforms have really good range and power, but fire slowly, so they're great at killing powerful enemies but awful at fast packs of weaker ones. The machine guns are great for the fast packs of weak enemies but have really bad range so you have to manually rotate their defense orbit as the enemies come in. It makes some levels pretty frantic. There's only one resource, energy, which is collected via energy collectors so that part is not too complex, though there are two levels of collectors so you have to decide if the more expensive ones are worth it. The three factions of enemies also make your choices important because they're vulnerable to different weapons and you will engage all three factions simultaneously on some levels.

And oh yeah, your structures also take damage and can be repaired or sold. Timing with this is super important as sometimes you'll have waves of enemies from both sides and if you repair one side of your defenses too soon you won't have enough energy to build defenses on the other side.

Finally you get tech points for accomplishing specific goals in each level like not letting any enemies reach your base or not losing any defenses. Tech points are permanent and let you select upgrades for your defenses on subsequent levels. You allocate them on each level so on one level you can upgrade all your missiles and the next all your plasma batteries. So it's very important to score max tech points on the early, easier levels or the latter ones will be way too hard.

Difficulty wise things can get pretty hairy on the hardest difficulties. I had to turn it to easy to finish the game. Obviously since the enemy approach vectors are static there is a definite solution to every level, it just depends on if you can figure it out and can rotate your turrets fast enough. One level I looked up on youtube and still couldn't do it on hardest difficulty because you had to place defenses at exactly the right times and I can't click that fast! The challenge is good.

It's a short game though, only about 12 levels. You could finish the main game in under 3 hours. There are separate challenges for achievement badges. The challenges are levels you've already done but with a twist like fixed amount of resources or fixed orbits. They're fun but not enough to make me want to finish all of them. In all I think I spent about 10 hours on a couple playthroughs and the side challenges. But I fully enjoyed those 10 hours and I got the game for under $3 so it was worth it to me.

Scores

Graphics: 6.5? They weren't super spectacular, pretty average but they got the job done. The overall atmosphere of the game is great though.

Sound: 7. Has some really cool campy sci fi tracks.

Gameplay: 7. Unique twist on tower defense. Only major downside is very limited replay ability since everything is so static, and the game is very short.

Overall: 7

Would be higher if the game was longer with some more cool levels and perhaps more weapon types, but definitely worth it for the price. The regular steam price is $10 and I would recommend it at that price, but you can most likely get it 50-75% off this summer during one of their sales.
 
Torchlight 2 (PC)

The sequel to the fun-but-flawed Torchlight 1. A pure dungeon hack-and-slash, this feels and plays more like Diablo 2 than Diablo 3.

Gameplay 10/10

No contest. I don't like giving out perfect scores in any category, but I cannot for the life of me find a flaw in this combat system. You have four classes, whom you can change appearance of, and each has a pet. The pets fight alongside you in battle. You have the same traditional inventory management, and your pets have a second inventory they may send to town in the middle of a dungeon. It only takes 2 min at most to make a round trip from what I can tell, meaning that you can pretty much send it out whenever you want. The characters themselves each have multiple skill trees. The skills are balanced ridiculously well, as I spent hours torn between one or another, especially on the embermage. Speaking of which, certain classes have more optimized builds than others. The embermage can more-or-less hop around the entire skil tree, grabbing what looks good. This isn't always the case, as the ranged classes in particular require you to commit to a specific class of weapon, which isn't actually that bad. Additionally, old Diablo 2 players may remember the annoyance of finding a unique Necromancer wand on your amazon playthrough. That isn't a problem here, as you have a special chest that can be used to port items between all of your single-player characters. Also, item sets return.

Graphics 9/10

The graphics are done in a very cartoony style, but they look good. Animations are smooth, varied, and very nice to look at. Not the art direction I would have chosen for a dugeon hack, but they did a good job with it.

Mod Support 7/10

They didn't release certain critical components of modding until a couple months ago. I'm not a modder, don't ask me what exactly they were. However, they eventually did release them and steam workshop is integrated.

Online N/A

I can't rate this, as I haven't used it. However, there is a online system of some sort to better enable MP games. It could be great, could be terrible. Don't know, but feel I should mention it.

Story 7/10

Meh. It's decent, but nothing I haven't seen before. Reminded me of Zelda: Twilight Princess a bit, in that you have to save the different guardians of X before going after the real bad guy. Could have been worse, could have been better.

Overall 9/10 (90%)

This is a great game. Period. It is well worth the $20 at full price, and it commonly goes on sale via Steam in particular. I'm not going to say the game is for everyone, but if you are a fan of old-school D2-style action RPG's, you owe it to yourself to give this one a try.
 
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