Factorio

Assembly lines, production graphs, logistics, resource juggling, electric supply, industrial train schedules, technological research, and so many conveyor belts. It’s not work; it’s play!

Game Name: Factorio (2016)
Developer: Wube Software (no other games at this time)
Platform: PC, Mac, Linux
Categories: 2D, Strategy, Survival, Sandbox, Multiplayer, Supply Line Juggling, Automation, Crafting, Industrial Manufacturing, Extreme Resource Management, Alien Infestation, Tower Defense, Escalating Complexity/Difficulty, Moddable, In Development

May Appeal To: explorers, tinkerers, builders, thinkers, learners, train conductors, civil servants, xenophobic combatants, survivalists, craftsmen, detailists, OCD junkies wanting an acceptable outlet, and transactional efficiency masters. If you’ve ever busted out a red pen and took pleasure in written revisions, you might have the right mindset.
May Repulse: instant gratification chasers, redundancy allergics, ‘big picture’ people, macro managers, and corner cutters. If you’re fighting an addiction to crafting games due to their monotonous and tiresomely open-ended nature, avoid this one at all costs. It’s just too good at what it does.

Comparable To: Starcraft’s zerg and Starship Troopers’ bugs for alien opposition. It bears likeness to Minecraft and Terraria’s resource gathering/processing, has a Sim City attention to zoning and facility management, Anno 2070’s supply lines juxtaposing warfare, a modded Age of Empire map feel, and Space Empire V’s research tree of micro-progress minutiae; Factorio borrows land-based tower defense from the genre at large, and is easier to progress and excel in than Don’t Starve Together’s multiplayer. Continue reading

Doom II: Hell on Earth

Doom Guy carries 7 arms and by God if he doesn’t wield the hell out of ’em his way – POV center, straight on, and from the chest.

In a sense, this review and game are just an extension of the original DOOM:
http://skullduggery.us/rants/doom-the-ultimate-doom/

Game Name: DOOM II (1994)
Developer: id Software
Platform: MS-DOS, Windows, Mac OS, OS/2, Linux, NeXTcube, IRIX, Solaris, RiscPC, AmigaOS, BeOS, Acorn Archimedes, Atari Jaguar, PS1, PS3, PS4, PocketStation, Xbox, Xbox 360, XBOne, Sega 32X, Sega Saturn, Super NES, Nintendo 64, 3DO, Game Boy Advance, Tapwave Zodiac, Shield Portable, TR-DOS, iOS, BlackBerry OS, Windows Mobile, [and likely a bunch of other stuff I’ve never heard of].
Categories: First Person Shooter Legacy, Satanic Gore, Level Mazes, Platforming, Run and Gun, Nostalgia Gaming, Secret Rooms, Long and Difficult, Ammo Hoarding

May Appeal To: metalheads, anti-socialites in training, completionists, time attackers, true sadists, cheap gamers, and those jonesing for DOOM’s next logical step
May Repulse: sensitive or modern gamers, and probably the ‘games as art’ crowd

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Pony Island

Why hello there. You’re unsettling.

Game Name: Pony Island (2016)
Developer: Daniel Mullins Games (Grav, Agent Maxwell: Master of Math)
Platform: Windows, OSX, Linux, Mobile
Categories: On-Rails Adventure, Minimalist Puzzles, Minimalist Sidescrolling Action, Mouse-Only, Dark Comedy, Self-Aware Meta Gaming,  Indie Experiment, Corrupted Nostalgia, Interactive Novel

May Appeal To: tongue-in-cheek gamers, weekend vg jaunters, anyone with ‘meta’ in their vernacular, Steam completionists and hoarders, indie snobs, and those looking for mold-breaking conversation starters about the state of our industry.
May Repulse: not many people actually. It’s short and easy – any opposers to that may have a bad time. The stylized CRT retro-graphics might be a bit rough on sensitive eyes.

Comparable To: Five Nights at Freddy’s in terms of simplicity, tone, and the lore-hungry community over-analyzing every snippet or encrypted character dump that appears in frame. The Stanley Parable’s story and game structure is cognitively similar. Pony Island is infinitely easier than every sidescroller, arcade title, and ‘Escape the Room’ style predecessor that it alludes or emulates. Both GlaDOS and Psycho Mantis approve of the narrator/player interactions.

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Mechwarrior 4: Mercenaries

Recon mission? I’ll send this hundred ton Clan battlemech and friends.

Game Name: Mechwarrior 4: Mercenaries (2002)
Developer: FASA / Studio MekTek Inc. (Heavy Gear Assault, Beneath the Surface)
Platform: Windows
Categories: Battletech Pilot Simulator, 1st/3rd Person Shooter, Single Player Campaign, Multiplayer Deathmatch, Multiple Endings, Squad Tactics, Walking BattleTanks and Equipment Juggling, borderline overwhelming Mech Loadout Designer. Lasers, Missiles, and multi-ton 31st century Shotguns to the Armored Face, oh my!

May Appeal To: aging gamers with a hard-on for big, clunky, 80’s robot brawls. (Demographic outliers need not apply.)
May Repulse: those expecting modern finesse, flow, balance, and graphics from their gaming excursions. Fair warning: if you liked Mechwarrior then, you’d like it now. If you weren’t aware of it then, you’ll wonder what the fuss is/was about.

Comparable To: Hawken’s plodding arena battles with a kick, featuring mechs less maneuverable than Gundam games but more fluid than Armored Core. The mech garage sections remind me of Front Mission 3; it’s more interesting than Mechwarrior 4, more immersive than Mech Commander, it’s less thematic than Mechwarrior 2: Mercenaries, has better gameplay and design than Mechwarrior 3, is less ‘modern’ than MWO, has considerably more depth than Mech Assault, and made me wish my Mechwarrior 3050 SNES emulator would just work dammit.

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Legend of Grimrock

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The walls are square, the ceilings square, square gate lattices, and your hosts…. also squares.

Game Name: Legend of Grimrock (2012)
Developer: Almost Human
Platform: Windows, OSX, Linux, iOS
Categories: First Person Party Dungeon Crawler, Old School Design, Real Time Combat, Grid Based Movement, Storyphobic, Secrets, Missables, Role Playing, Stat Driven, Simple & StraightForward, Relatively Short for its Genre

May Appeal To: dungeon rats seeking an old school point of entry, pack mules and inventory jugglers, visionaries melding graphics with classic design, mobile gaming prisoners craving quality, and unconventional advocates wanting a blend of both fresh and familiar.
May Repulse: children birthed this millennia, purists, gaming evolutionists, unchallenged tacticians, repetition haters, and those absolutely unswayed by a handful of well done, overused wall textures illuminated by three types of light sources.

Comparable To: a restricted version of Might & Magic Lite – with no quests, NPCs, or open world areas to bog down the pace. It plays very much like Wizardry: Tale of the Forgotten Land in setting and general navigation of the labyrinth, though precludes the need for backtracking or “safe” havens like the village. It’s also less complex than earlier Wizardry titles, and I hear it’s very much inspired by Eye of the Beholder. Etrian Odyssey entries tend to be more in-depth, deliberate, have more obvious puzzle answers, have harder, drawn-out combat, and take considerably more grinding than Legend of Grimrock. Continue reading