Rock, Paper, Shotgun
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That story, of a vast civilian population forced into a total war footing, Partisans tells very well indeed. If you’ve got even a passing interest in the war on the Eastern front, or you enjoyed the various Commandos, Desperados and Shadow Tacticses of this world, I’d recommend it without hesitation. This machine kills fascists, one quicksave at a time.
All of these issues are fixable (some quite easily, I’d hope), and just a little extra content could do so much to hide the edges of the game. I hope it comes. Because the compulsion reactor at the heart of Space Crew is putting out more power than is currently being used.
Torchlight III feels an awful lot like what it is: a free-to-play multiplayer game that thought better of itself, and decided to become a proper full-price microtransaction-free primarily solo release. If I didn’t already know the path it had taken, I’d have spent my entire time playing the game being gnawed at by wondering just what it was that made it all feel so off.
The central experience – of being a pilot in a Star Wars – is masterfully crafted, and I can’t find much to fault with it. Squadrons is probably the most fun I’ve had with any piece of Star Wars media since my teens, in fact, and it frequently invokes a joy I haven’t felt since playing TIE Fighter in 1995.
Likewise, as you listen to the stories of the locals (all voice-acted very well, to various levels of eccentricity) and gradually uncover the history of Shelmerston, you realise how much everyone who lives there really loves the place. The love is deep in their very bones, and it makes you love it too. For the six to eight hours it took me to reach the end credits, it even fooled me into thinking I liked my own hometown, which is not true. I hate where I’m from. That’s okay though, because I choose to be from Shelmerston now.
So there you go. If you like XCOM-ish things, The Dungeon Of Naheulbeuk should be in your library – just so long as you don’t mind a bit of hamfisted zaniness. I don’t think it’s one you’ll want to replay again and again, but it’s a substantial, well-crafted effort that’s definitely worth your time.
I’m just far less interested in “two dudes who are creative musical forces have a falling out and weirdly obsess over each other for years” than I am seeing the semi-incestuous manoeuvrings of guitarists between different bands in one big music scene, as in Family. I feel like the relationship in Rivals is one that I have seen versions of a lot already, and one that gets talked about loads in real life all the time. The perpetual cycle of John and Paul.
Spelunky 2 makes Spelunky new again: a fancier strap, more cogs, a cuckoo popping out from a hidden compartment on the hour. The correct time, as delightful as the first time I learned to tell it.
I think the rules are still a bit too opaque for my liking. But they are, typically for Inkle, very elegant, and trust them to be the developers to weave them in with stories of knights and chivalry in such a neat way. Inkle are still better at story than strategy, though. I’ll beat Mordred one day. I just suspect it will take me a long while, is the only thing.
Iron Harvest is a throwback to one of the last golden ages of the genre, often feeling as old fashioned and crusty as that association entails, but frequently reminding us of the essential appeal of extremely large robots chilling out in timelines where they shouldn’t be.
Post Void is a masterpiece of compulsive motion and hypnotic, irresistible sounds. It does something to my brain that I’ve never experienced before.
Supergiant’s action roguelike was already a game of the year contender when it first came out in early access two years ago. It definitely is one now.
There’s nothing in the way of making me feel like I’ve become awfully clever at it all.
So yeah, it has more than a bit of roughness to it. But hoo boy, do I admire its spirit, its extra-ness, its enthusiasm for small-scale RPG design.
A tough but super stylish investigate ’em up that’ll have you dancing all the way to the murder trial. Probably through some blood from a ritual massacre. But that massacre was a legal one, you can ignore it.
It’s less dramatic than some of Dontnod’s other outings (and probably not for those with short attention spans given the pacing), but Tell Me Why remains a good entry in their the library of stories about families and sad magic – and it’s probably the most hopeful one yet.
I think I’ll need another year of playing it to work out exactly what I think of it. But that’s another way of saying I want to play it for a year, so it must be pretty good.
If I have to fight through listless combat, buggy UI, and an onslaught of juvenile gags to see one of the many endings, I’d rather leave the snowfields of Colorado behind. To hell with the consequences.
No Straight Roads feels like a less good version of Sayonara Wild Hearts, and if you want a rhythm action game I can’t really recommend the former over the latter.
Ultimately, everything in Spiritfarer is like that. Measured, thought out, detailed, kind.