One of the most encouraging aspects of Humankind is its studio. Amplitude lovingly ushers its games from launch to DLC and expansions. It fixes issues, and it provides new content. I’m excited to see what this means for the future of Humankind, and I suspect I’ll be playing this more than Civilization and its ilk for some time.
I’m impressed with Dreams Uncorporated and Syck’s maiden effort. Cris Tales charming RPG, full of color, interesting colors, and life, and I’ve enjoyed my time with it so far. Some of the monster designs are A+ as well, such as the Slimes. They are transparent, with little sea scenes inside them, and they were Donald Duck-like sailor outfits. Their bow ties also look like little mustaches. They’re cute as heck, a great example of the game’s art design.
My gripe here is I wish Tactical Adventures had thought twice about its setting and had done as much to turn the “ruined ancient empire” trope on its head as it did with Solasta’s tactical combat. Once it gets better at this, Tactical Adventures has the potential to join the ranks of Obsidian, InXile, or Larian as a top-tier RPG dev house.
When I think of games from Spiders, Cyanide, Piranha Bytes, or Reality Pump, I appreciate how often ambition overcomes limited resources. Their games (such as Gothic, Two Worlds, Greedfall, Of Orcs & Men) may have glitches and fall short of triple-A standards, but they tend to be fun, have good stories, and mechanics and systems that I enjoy interacting with. Werewolf: The Apocalypse has most of these. I enjoyed taking on an evil corporation, learning more about how the Garou fit into The World of Darkness, and tearing my foes about. I won’t hide from that.