Archive Software – Starlink

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This is the first in a new series that will show up from time to time. Games I really feel I’m done with, but have more thoughts on now I’m as done as I’m likely to be and just before I hit ‘archive’.

So after ragging on Starlink in my review, I found that I’d still rather play that than Townsmen. While I moaned about the content I wouldn’t be able to unlock without additional purchases then, I feel like I’ve still seen most things after sinking maybe another 6 hours into it.

So just a quick refresh, I only have the Switch exclusive, physical edition, with the Arwing. This means no other elemental weapons than fire and ice.

Without access to other elements, I stopped even bothering with the space shipwrecks as they usually needed a levitation weapon to open. So this left me hopping from planet to planet, taking out just enough of the Legion’s Extractors (industrial mining facilities) to weaken the Primes (powerful insectoid mechs) to weaken the Dreadnoughts up in space. Once they were all clear, it was plain sailing all the way to the final boss, which was far easier than some of the dreadnoughts tbqh.

While it’s possible to 100% destroy the Legion forces on a planet before moving on, it doesn’t make much sense as there’s a constant countdown to the dreadnoughts deploying another Prime, which will in turn create more Extractors. Consequently, I ended up roleplaying it in my head that I was clearing the main dangers on the planet, then helping organise the local vigilante forces by building armouries, which provide planetary defence forces. The flavour text even says they look after things while you’re away. I’m off dealing with the big bad, I can’t be expected to fight the whole war on my own.

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That said, I did end up going and clearing out all the extractors and imp hives once I’d finished the campaign. I was still haunted by the spires, which taunted me every time I flew by. ‘You’ll never get us open… unless you want to pop us another few quid for new weapons’. Leading me to feebly shoot at them with the useless weapons I had.

Next, I cleaned up the exclusive Starfox missions and honestly, while I was initially surprised by the amount of cutscenes and voice acting for this version, I had to remember that the digital version had all this too, but without skimping on the weapons. However, it’s a fun enough story, chasing Wolf around a few planets, shooting up some pirates that he’s allied with. I’d estimate, there’s about an hour of extra content exclusive to this version – excluding the main story cutscenes, which the Starfox team seem to have been quickly pasted into.

How could they have done things better and left folx (me) feeling less aggrieved? Simple, have the digital edition include 2 ships, 2 pilots and 5 weapons (one of each fire, ice, gravity, levitation, kinetic types); have the physical edition include all this as digital only, but charge a little more to cover the cost of the toys. Then you can still lock whatever that is in those last three upgrades on the mothership behind DLC/extra purchases of physical items, and you don’t alienate anyone.

People – especially kids – will still want the cool ship toys. It wouldn’t be hard to add a simple mission or two that unlocks when you buy another ship/pilot. Heck, even spend the extra time and do online multiplayer dogfighting (which would be epic in this engine). Once it’s competitive, it wouldn’t be hard to sell all the customisation bits (although maybe that’s an evil idea and I’ve spent too long coming up with bits for Electronic ActiSoftWorks).

Starlink is not a bad game, but I feel like it had potential to be way better, and less repetitive. And with that final thought, this one is archived.

Get Ye Goode

Townsmen by HandyGames is a medieval city builder that looks like it used to be a browser game. *is nudged by assistant with papers* Ah, I’m being informed it’s a mobile game too. Meh, I can see how that would be a thing. Oh, and the earliest trailer I can find for it is in 2012. So Nintendo thought, ‘how do we want the world to think of our awesome hybrid system and it’s storefront? Well made, new games, maybe a few ports of much beloved titles? Or just emptying Neo-Geo titles older than the average Switch owner, some of our endlessly rereleased NES “classics”, with just a dash of Sudoku, Picross, and 6 year old mobile titles, scattered like chocolate chips through the puddle of vomit one might spew after eating 3 packs of cookies and drinking a litre of apple juice, while baked like a badly made cup of tea?’

The game is slow as hell, and I now wonder if this isn’t deliberate and part of some microtransaction aspect. ‘How slow is it?’ I hear you ask, from the future, after I’ve written and uploaded this review. Well, future reader, I started the tutorial and have been drudging through it for over five hours. Sure, it could be trying to streamline directly into the main game, but it’s hard to tell, and I’m not going to email them to ask.

You start the game (tutorial) as a disgraced Lord, on the run from the royal court after some money went missing, and set yourself up as governor of a rural township. You learn – painfully slowly – how to assign people to tasks, build basic buildings, how stockpiles work, and all the usual stuff that Stronghold did much better, 11 years prior to this bubbling up. As it’s early game, you’ll find many building options locked off, until you progress, but only in the manner you are told. If you work out that you’ll need a baker once the mill is built – because the main mission is to supply the town with food – you’ll have to wait until the mill is built and the miller has ground enough wheat before you can even think about marking the mission complete and being permitted to build a bakery. If you’re making a tutorial this simple, you could at least speed up build times for it. Otherwise, it’s just a waiting game.

While there is much waiting at this time, there is another peril. Your buildings will start to fall into disrepair. So if you leave the game in high speed for slightly too long while trying to skip build time, or work time, you could find an important building will be unusable. Plus, thanks to the rigidity of the tutorial, even if you work out the building you need to make in order to repair that other building, it will be locked until you’re given permission. So… start over, I guess.

As you progress, you can unlock research projects. These will open up things like new units or the ability to upgrade certain actions/buildings. Some of these upgrades will be permenant, while others will only last for the current map. It’s not totally clear which is which from the menu, which is super considerate.

What really confused me was that the section marked ‘tutorial’, under ‘new game’ shows 6 missions total, the last two of which are labelled ‘hard’… but… but why?! It’s a tutorial. Aren’t you just supposed to show me the mechanics so I can get on with the actual game? No? I guess I should just get goode then huh, my liege?

Once you’ve finished the long, boring, and apparently hard mode tutorial, there’s 26 scenario missions and 24 sandbox levels with sizes and difficulties ranging from small and easy to huge and hard (a point I only bring up so that I can write huge and hard, and then let my brain write the penis jokes – this is the most enjoyment the game has managed to provide me with). None of that really matters because I was bored to shite long before I’d seen more than a couple of those. Well done, you got paid and then annoyed me out of any possible value in your game *golf clap*.

I got so bored with Townsmen I actually went back and finished Starlink. Now, much like the game itself, I’m bored of talking about it, so here’s the usual end bits.

Pros:

  • Clean graphics
  • Didn’t crash
  • Probably seemed great on Android in 2012

Cons:

  • Uninteresting music
  • Just too many menus
  • Probably gave me the plague and killed me

Overall Score: 4/10

Starlink: Battle For Fat Cash

I’ve had the chance to sit down with Starlink: Battle for Atlas over the last week or so. It’s the latest toys-to-life game from Ubisoft. This time we’re avoiding big name characters and franchises (bar Starfox if you’re playing on Switch), the building fun of Lego Dimensions, or the whatever the heck Skylanders was about and going into the one place that was previously thought to remain uncorrupted by capitalism.

Turns out Tim Curry was dead wrong.

I was lucky(?) enough to get to play with the physical release on Switch, which comes with a rather nice Arwing model with detachable wings, a couple of weapons (one fire based, one ice), a Fox McCloud pilot figure, another pilot (who I’ve spent so little time playing as, I have no idea what his name is (ok, I looked it up, he’s called Mason. Happy now?)), and a stand to attach it all to my joycons. There’s a poster in there too, but who cares. Want game now! In addition to this, there’s digital versions of a third weapon (kinetic type) and the standard ship that comes in the other format physical editions.

I’ve probably dumped around 20 hours into this so far. Lots of buzzing over planets claiming every ruin, enjoying the beautiful and varied biomes & wildlife, destroying enemy extractors (think fracking/mining if it made clouds of evil that corrupt local fauna… so, fracking), building up a whole host of mining and observation facility-running friends by completing basic tasks (allowing me to get regular cash deliveries and see more of the planets I visit respectively), and crushing the wonders (world bosses).

I’ve been struck how much Starfox content there is in the game, making me feel kinda bad for people on other systems. There’s cutscenes, and bonus missions to be had. PS4 and XB1 players will miss out on this, but I suppose they can rub themselves down with slightly better graphics to feel better, if that’s their bag.

On the subject of missing out, I come to my main problem with the game. As mentioned earlier, the physical version comes with two physical weapons, covering fire and ice elements, plus a digital weapon that’s kinetic. As far as I’ve seen, kinetic weapons can’t open anything particularly special, they just do non-elemental damage. However, elemental weapons do act as keys for specific doors/chests. At this point, I ask myself: “do I miss whatever this is and move on, or buy more bits to unlock it?” and looking at my cool Arwing model and go, “this is yet more plastic tat that will sit on my shelf after a week and never be looked at again, meanwhile, the actual game I want to play is gating content”. Often, you will find canisters with the required element that you can throw at these elemental locks, but sometimes you have to go well out of your way to find the right one.

See, the thing is, once you’ve got the game going, you don’t actually need the models attached to the controller, as you can just use the menu to change them digitally. This takes unnecessary weight off and makes long term play more comfortable. As such, after the initial hour or so of “hey, this is fun to take the wings off on the fly, or attach them all on one side and make the ship really wonky” turns into “ah, that enemy is resistant to cold damage, I’ll hit the menu and swap that out as I don’t own the third weapon physically anyway”.

“So what about the digital version”, I hear the imagined voices in my head cry, because I imagined them crying that.

I’ll tell you. The digital edition includes the game + 4 ships, 6 pilots, and 12 weapons. Add to that the Switch version includes the exclusive ship, pilot, and missions. All this for slightly less than a physical version. Those weapons cover all elemental options, meaning you can unlock (as far as I can tell) every elemental door/chest and easily find a weakness for every elemental enemy without the need for additional purchases. Furthermore, additional ships will act as extra lives, meaning you can respawn immediately, rather than back at a prospector/observatory.

Throughout the game, there are upgrades you can make to your mothership. These include adding additional mod slots to your ships and weapons, the ability to fuse low level mods into the next level up, extra space in your inventory for collected items, etc. At first progress is nice and steady, but before long you’ll notice the bottom three categories can’t be unlocked with the pilots you have available in the physical edition (and, I understand you need at least two extra pilots with the digital edition). Right now, I can’t tell if these are really important to the game, but I feel it’s important to let you know where you’ll need to spend extra monies.

Right now, ship packs – containing one ship, a pilot and a weapon – will set you back £24.99 for physical editions and £9.99 for digital. Then there’s pilots, which are sold individually for £6.99 physical and £4.99 digital. Lastly, there’s weapons in two packs which go for £9.99 physically and only £3.29 on the eshop. I have no idea where they got these prices, but it feels like they just drew numbers out of a hat.

I get that it’s a toys-to-life game. I get they want to make fat cash off of these toys, but when you’re skint like me, the value from the physical game feels greatly lessened when I start finding bits I just can’t do, because I was wowed by a plastic Arwing.

As far as I can see, someone buying the physical edition of the game will need at least two extra weapons (gravity and levitation based) and 2-3 extra pilots to unlock everything. I’ve tried to work out what the smallest amount of extra stuff I’d need to buy to see what I currently feel is gated, but it’s proving a pain so close to release. Best guess right now is two ship packs 1-2 pilots.

“Enough of the gripes about how much the damn thing costs and tell us about the actual game”, the imagined voices holler. To which I say, “shut your noise hole and try a brownie. While your mouth is full, I’ll tell you.”. The voices agree, and I move on.

The game starts with a grumpy alien vulture kidnapping the team’s peculiarly named leader (just as Starfox and pals arrive in the area). Apparently they’re the Legion and they’re bad, so they’ve decided they need leader guy more than we do. With our ships disabled, we’re helpless to fight back and badly named vulture makes off with our heroic motivation.

Next thing you know, you’re down on a planet, learning to fly around, plucking fruit, scanning fauna, helping out the locals, mining currency, blowing up the Legion forces, looking for plot clues, and planning epic revenge.

Play went something like: do all listed tasks on planet, upgrade some stuff, head to space, attack a few random space pirate bases, head to next planet, start again, go back to space, plot happens, go to next planet, find all my weapons are made of fail against these enemies but do my best (standard enemies taking nearly 3 times longer to beat, not due to their skills, but because they’re bullet-sponges), encounter a jumping puzzle.

A. FUCKING. JUMPING. PUZZLE!

If you think jumping puzzles in FPS games are bad, try it in a hovering ship that will just slide all over the tiny ass platforms. It’s absolute garbage and whoever, thought it should go in needs an Arwing, with the wings on backwards, shoved right up their nose for their crimes. True, it was 1am when I got to this bit, but hovering ship-based jumping puzzles can get in the freaking bin! Worst part was that the first time I made it to the top, I couldn’t finish the puzzle as I hadn’t noticed that I needed to cut free the final platform from the ground first. This really doesn’t help that before this I was already starting to feel that the game was getting a little repetitive. This just made me swear at the screen and go to bed.

I’ve got past it now, only to be rewarded with a well done that implied that it took me ages, it did, but heck you and the modular ship you flew in on.

Overall the game is fun-ish, graphically very pretty, nice to listen to (really digging the Starfox theme when you call for support), good to explore, ship design is interesting, and the plot isn’t too awful.

Pros:

  • The worlds are diverse and pretty
  • Nice Arwing model
  • Solid space and planetside combat

Cons:

  • Switch version requires a huge download before you can play the physical version
  • Physical copies really skimp on content compared to the digital versions
  • FUCKING JUMPING PUZZLE!

Overall Score: 5/10

Do You Want Anything From The Shop?

I went on a bit of a Kickstarter spree in the nine months from September last year. I backed a bunch of boardgames. So far, they’ve all come through and been pretty darn good. Last week I got the latest one delivered. The small but mighty, Tiny Epic Zombies.

The game comes in a box not much bigger than the average novel, but contains a huge amount of stuff. Firstly, there’s the nine mall cards. The eight stores are laid out at random around a central courtyard. Once the board is laid out, you can move on to picking the three objectives for the game from the 9 each available for co-operative or competitive modes. Between the randomised nature of the stores and the variety of objectives, there’s a lot of replayablity with this game.


Each of the objectives will include their own setup instructions with extra tokens being placed out, or markers placed on the objectives themselves, to monitor progress. Objectives could be anything from tracking down the true source of the zombie outbreak to building a weapon and ammo cache by scavenging the mall stores.

There’s options to play cooperatively with 1-4 players against an AI zombie force, or else 2-4 players can go up against a human controlled enemy.

Each player is dealt 3 characters and picks one to represent them in the world. Different characters having their own unique skills which offer an advantage against the horde.

A zombie is selected or chooses who they’ll play as. These zombies can be found on the back of the character cards and are the decomposing versions of those heroes. For the AI versions, only the passive skills are used. However, for a human controlled horde, there are a range of increasingly powerful skills available.


Gameplay consists of players moving three spaces through the mall and carrying out any number of actions as they do so. This could involve performing melee attacks on zombies in the same room, ranged attacks on zombies in adjacent rooms, collecting items from stores – once they’ve been cleared out, etc.

At the end of each turn, players perform a search by turning over their scavenge card. If the icon on the card matches the store, this will give the zombies an advantage. Once revealed, these scavenged items can be collected by the next player to visit the store, after it’s clear.

For the zombie player, they’re trying to attack the central court of the mall, break down the barricades and kill any survivors they find there. They can also kill the player characters, which will deplete the survivor count from the central courtyard.

The health and ammo mechanic in this game is unlike anything I’ve encountered before. Basically you start in good health and with 9 bullets for your ranged weapon. Ranged attacks (and some of the player character abilities) will deplete ammo. Zombie player abilities and poor melee attacks by the players can cause them to receive wounds. However, the health and ammo meter are on the same track. Should the two meet, or overtake each other, that player is dead. Either due to their wounds or because they were too badly equipped to survive. If there are survivors left in the courtyard, that player can take another player card and start again. Their old character dropping all their weapons and items in the store they’re standing for anyone else to collect.

One of the first things that really drew me to the game on Kickstarter was the ITEMeeple. These are fairly standard shaped meeple – maybe a little larger than average – but with little holes at their hands. One of the unique things about this game is that the weapons you scavenge around the mall can be equipped to your meeple. Adorable knives, swords, Uzis, mp5s, etc can be attached to your avatar as you wander around the mall. There’s also the vehicles that can be used. Either a motorcycle or a police car. You really haven’t lived until you’re riding a cute little motorcycle through a mall while brandishing a dinky chainsaw and rocket launcher.

Pros:

  • Lots of replayablity
  • Great artwork
  • Adorable game pieces

Cons:

  • Can be a lot to take in the first time
  • Good chance you may lose a zombie or two due to size
  • If you’ve got the Deluxe Edition, you may have to deal with the dog dying.

Overall: 8/10

Alone In The Dark & Slightly Poorer

Three and a half years ago, I chucked $5 at an interesting little project on Indiegogo. It was an augmented reality game for mobile called Night Terrors and claimed to be “an ultra immersive gaming experience that transforms your environment into a terrifying hellscape”. Fucking. Sold.

There were updates as the campaign went on, but it came to an end, having made only about ¾ of it’s target. A a couple more email updates came thereafter, but then things really slowed down. I heard rumours that the game had come out, in some manner for iOS, but the promised Android version was still nowhere to be seen. Backers were told to wait, and as soon as the Android version happened, we’d get our copies. However, on Monday night I got an email telling me that Night Terrors: Bloody Mary was being released (woo?). This was followed a day later by a request for information. Telling me that if I still had that email address, I should should them a message and get a code for NT:BM. This I duly did and tonight my code arrived.

The first thing that struck me was that the game’s icon is a default Unity icon with the text “BMH-test”. I was now preparing to be more disappointed that if the game hadn’t even shown up, if they’d just taken the money and run. It wouldn’t be the first thing I’ve crowd funded and lost out on.

I remained unsurprised as the usual array of checkboxes for permissions that games are want to have, popped up on screen, before the game presented me with instructions to turn off my lights – check, put in my earbuds – check, and click to sign a long ass waiver to say that the dev isn’t responsible if I fall over my headphone lead while wandering around my house in the dark – check, I guess.

The camera light flicked on and the screen showed my living room with some video flicker effects over the top and a timer in one corner. Oh the horror. Be still my racing heart. As I wandered around, the light periodically flickered off, odd noises came out of the speaker, and occasionally, the screen would just go black and some video would play. The first sighting was someone cutting up a body on a table and eating bits of it. I wouldn’t call this AR though, despite the fact that angling my phone around could show it mostly hanging in one area. The room wasn’t showing as a background, just this cheesy video.

Once that faded I wandered to the hall and lost light again, lots of weird sound and then a phone ringing sound and a screen showing an incoming call. Pushing answer on screen did nothing, as far as I could tell so the whole point of putting this on a phone and in my hand felt pointless and gimmicky.

The whole dreary experience took about 15 minutes, and by the end I was just walking up and down the hall waiting for whatever happened next. At one point I was told to look on the floor for something, which wasn’t there, but did eventually show up. At which point it just followed me around the house, until that scene had played out.

I wouldn’t call this augmented reality. Just a badly implemented gimmick. Considering that the project I helped crowdfund had promised environment mapping, meaning that the scares would be appearing in your play area. Ghostly figures appearing in doorways, etc. All in the hopes of creating a “breathtakingly scary experience”. Sadly, that’s not what I got when I walked into my bathroom, the light went out and I watched a video of a person in period costume and a mask sitting in a puddle (of blood?) on the floor, while someone else scurried past in a totally black space. At least in Pokémon Go makes Pikachu stand on my couch sometimes.

The acting is cheesy, the graphics are ok at best, the sound design is fair. Nothing about this game should make you want to spend just under £3 for this on Google Play

Pros:

  • Short
  • Over Quickly
  • Good costumes

Cons:

  • Not worth the money
  • Cheesy acting
  • Not nearly as AR as it claims to be.

Overall: 2/10

Night Terrors: Bloody Mary is out now on Android & iOS.

Hurling Poop

Windjammers has been around as long as Super Metroid. Sadly, it hasn’t stood the test of time nearly as well. First released on the Neo Geo in 1994, and then again in 2010 on the WiiU Virtual Console, this Flying Disc Game (because I guess frisbee is a brand name) sees you picking one of six characters and to play a suped up pong-like.

Characters each have different power and speed, meaning they can throw the disc harder or move around faster. As rallies go on, the pace gets more swift and you find yourself sliding around at high speed to avoid letting your opponent score.

The angle you throw at can be changed by moving the stick diagonally forward before throwing. Alternatively, throwing while holding diagonally backwards will make the disc bounce up and down across the court, making it more tricky to catch. You can also perform a half circle before throwing to do a powered up special move.

Each match takes place in a different arena and each has a unique layout of scoring areas and centre obstacles. Score in a yellow zone for 3 points or red for 5 points. The center obstacles provide additional bounce points in around the net, meaning that you can bamboozle your opponent by hitting them just right.

Between some matches, you’ll get to play one of the two minigames: Dog Distance – throw your disc and have your doggo friend chase after it, while avoiding beach users; and Flying Power Disc Bowling – Knock down pins with your definitely-not-a-frisbee (I found playing as the Spanish character and holding forward and throw got a strike every time,so that’s fun /s). These are very short and simplistic and can also be accessed through the local game menu.

Windjammers, features online multiplayer, local single and multiplayer, and a wireless mode. So plenty of opportunities to bore the crap out of your friends playing this.

Like a lot of old games being ported to modern systems, and new games that want to look like they were, there’s options to play with or without scanlines, or even a CRT mode. Furthermore you can play in the original 4:3 (with or without your choice of borders to fill in the blank spaces at the edges) or a stretched out 16:9 screen ratio.

According to Wikipedia, there’s talk of a sequel coming to Switch next year. So if you really must throw digital discs at your rapidly diminishing circle of friends, you may want to hang on for that and hope for the best (I don’t really see how it could be much worse), or else invest in something like Mario Tennis Aces.

Pros:

  • Er
  • Um
  • Oh, the controls function

Cons:

  • Bland
  • Short
  • End screen is a picture of you holding a trophy and a three line congratulations message. Fucking woo!

Overall: 4/10

 

Windjammers is available now on Switch.

Legendarily Fiendish

Every now and then, a hero comes along. One hero, born to fight the hordes of evil. You probably know the drill by now. Mighty, smitey, probably not bitey human comes to wreck evil’s shit. And you, you are not that hero. You’re Bill. Say hi to Bill. Look at his evil little goatee. Marvel at that despicable widow’s peak. Stare in awe at his angry eyebrows. Yeah, you know he means business. He’s a go-getting type, ready to wipe out humanity like a baws.

The Legend of Evil as a 2D, side scrolling, tower defence game, with a pleasant pixel-art style, and a chiptune soundtrack from Springloaded Games (a fact, I only know because it’s written on the Steam page, not because I found it mentioned anywhere on their website. Still, I suppose making games is more important than rabbiting about them. Perhaps Peter Molyneux could learn a thing or two).

The wiley Bill begins his conquest of the human world with limited powers. Movement is controlled by left stick, there’s a dash on B, you can interact with towers with A, view the whole area with L, and dig with R. Later on, in certain circumstances, you get to use a summon move, with Y.

Your first task is to get a demon tower built by moving next to the glowing rune on the ground and hitting A. This brings up your a menu showing all the available demons you’ve unlocked. At first, you’ll only have access to a very basic melee unit, but as you progress you can unlock all kinds of creatures – the slow and sturdy, rock-like Lapis; the mighty, flying Sky Spear, the kind of like, but legally distinct from a beholder Coral Lights, and many more..

Over time, your towers will generate demons to fight for you. Demons will be opposed by the pitiful human forces. These wielders of sticks and stones will pose you little threat and once there bodies are broken, you can harvest their souls. Souls are the currency needed to upgrade your towers. Have them generate more souls over time, churn out demons more quickly, or create area of effect fields such as healing, slowing enemies, or protecting your horde. With your army made strong, you make progress across the map to destroy the human gate and claim victory, before moving on to the next area.

During play, you may find yourself waiting for souls to generate for your next upgrade, It’s times like this you should be searching for small, lit areas. These can be dug up to reveal coins (used for winning bonus medals in the campaign and permanent upgrades in rogue conquest mode) or yet more of those tasty tasty souls.

Gameplay is fast paced for the most part, and the difficulty curve is steep, bordering on vertical at times. With the first six or so levels of the campaign being simple affairs, to introduce mechanics, you’re suddenly thrust into levels where you’re forced to make decisions about where you will build your first tower within seconds. Choosing incorrectly can lead to very quick death. However, with practice, you can pick up what the level wants from you. Be it a quick start from a particular position, followed by demolishing an old tower and replacing with something stronger and then working on upgrades, or building ranged and melee units to support each other against a more diverse enemy.

Ultimately, I haven’t found the campaign all that fun. It often feels like there is one specific way that the game wants you to play an area, and it’s up to you to figure out exactly what the designers had in mind.

Significantly more enjoyable was the rogue conquest mode. Here you play through eight, randomly generated stages. You use a random generator to create an avatar you’re happy with (I got a little green-haired person in a witch hat, who suits me just perfectly) and head into the world. Initially, you are awarded a low-level demon, who is adapted to the biome you start in, be it forest, cliff, snow, or swamp.

As you play through each level, it’s important to keep an eye out for the glowing dig points, as getting money is vital to unlocking new demons, additional towers, power-up orbs for your troops, and abilities like additional starting souls.

Aside from the shop, you can also visit the forge between battles. Here you can attach orbs to your minions to boost their stats or give them new abilities, such as explode on death, knock-back resistance, or the ability to survive in biomes that they are not naturally adapted to. Want to take your best melee, ground fighter out on the cliffs? Give them the ability to jump, and they’ll be able to navigate safely in these battles.

Rogue conquest mode is a great way to see more of the demon types and upgrades that you’d have to play further through the campaign to get a look at otherwise. It’s a fun and interesting challenge that avoids the steep difficulty curve of the main campaign.

The Steam page makes note that the developer is planning to release more content for the game, including PVP, a map editor, a hundreds of levels long conquest mode, and more. I’ll certainly be interested to see what comes of all that.

Pros:

  • Nice graphics.
  • Pretty soundtrack
  • Very replayable rogue conquest mode

Cons:

  • Steep difficulty curve
  • Not a huge amount of content
  • Those lumberjacks can get in the sea (of fire)

Overall: 6/10

The Legend of Evil is available now on Steam and Switch

E3 2018 Hype Train

Choo choo. All aboard the hype train.

It’s nearly time for E3. So let’s have a look at all the awesome things that we can get overly excited about, and start getting our pre-orders in for this stuff.

Ringo Starr [narrating]: “Oh no, there’s been a terrible accident. The hype train’s derailed and smashed into the Sodor nuclear power plant.”

Janeiac: That doesn’t seem good Ringo. Should we call someone?

RS: It’s too late Janey. Look there.

Kevan Brighting [narrating]: Ringo was right. As Janeiac looked, she saw Sir Topam Hatt’s face start to blister and melt off as he screamed and screamed and screamed and screamed and screamed. And then his eyes melted too.

KB: It was absolutely horrific. Probably most horrifying thing she’d ever seen, and she’d once walked in on her mother having sex with a hairy pot dealer when she was 12. Sometimes she still had a memory of that monumentally hairy set of bouncing buttocks. It was not a visual memory, but was still scarred into her mind.

KB: Janeiac wondered if this was perhaps more tasteless advertising from the people that brought you the dismembered corpse that came with Dead Island. She felt deep in the very core of her being that somehow, all of this must have something to do with the E3 article that she’d planned to write.

Richard Ridings [narrating]: It is pay day!

J: What are you doing here?

RR: There are unspeakable horrors unfurling. It seemed appropriate. Also, I had to get out of that dungeon, the yoghurt was starting to go off and it smelled worse than a bile demon’s foreskin after a week of humping a handful of its own faeces.

RS: I think we’re losing track of this whole E3 thing.

Morgan Freeman [narrating]: They were, in fact, losing track of the whole E3 thing. People were supposed to be getting excited about the latest electrical wizardry, but sadly, everyone was too distracted by the fact that, Thomas was on fire, nuclear waste was turning biological matter to cancerous soup, and Richard Ridings had forced me to think about a bile demon’s foreskin.

RS: At that moment, Spencer pulled up and expressed his disappointment in the assembled narrators.

RR: A tory has entered your dungeon!

Spencer: I’m very disappointed in all of you assembled narrators.

J: Oh, do fornicate off, you David Cameron looking twunt.

RS: Spencer had to admit that he did rather look like David Cameron. Right up until the meteor fell from the sky and turned him into sheet metal.

All: [4.27 minutes of riotous laughing]

MF: Such laughter in the face of a world falling to pieces was a much needed tonic. Everything had gotten rather dark of late in the world and laughter was really all anyone had left in the face of utter unpleasantness.

Edward Norton [narrating]: I never felt so alive as when the earth began to spew boiling lava that pushed up the train tracks, causing Gordon and Percy to go flying at high speed into the air. The whole world was tearing itself apart and I couldn’t help but notice Reggie Fils-Aimé, sitting on his horde of ill-gotten Amiibo and wrapping gaffer tape around his head like a discount balaclava, while laugh-crying and bleeding from a small graze on his knee, which he got while running too fast with an untied shoe lace.

J: Wait a minute!

RS: Said Janeiac.

J: Shush you.

KB: Ringo had been suitably chastised by Jane…

J: and you

RR: [laughs evilly]

J: [glares at the assembled narrators]

Narrators: [uncomfortable silence and awkward shuffling]

Does anyone have any information about E3?

Andrea Libman [Pinkie Pie voice]: I don’t!

J: Oh, hey Pinkie.

AL: Actually, I’m Andrea Libman.

J: Sorry, it was because you did the voice.

AL: I suppose that’s fair. I do do other voices though, you know.

J: I did know that. You’re a very talented voice actor.

AL: Thanks.

KB: Somewhere in the distance, Annie and Clarabel exploded into a billion splinters, which flew through the air and fell around the duck pond like a rain of needles.

J: So, let’s get this straight. None of us have any information about E3, or any idea about what’s coming.

[silence… apart from the sound of all the fires and screaming and exploding and general awfulness]

J: Right, well, thank you everyone. This has been fascinating but I’m heading home.

AL: Wait, I have a thing!

J: You do?

AL: Pretty sure we’re going to see more of that Yoshi game from Nintendo.

J: That’s a fair guess.

RB: Jane felt an amazing sense of relief at hearing at least one thought on what might be appearing at E3. This was because she kind of liked the idea of writing about games but didn’t really have time to do proper research. Or rather she did, but she seemed to prefer oddly written improvisational pieces to actual journalism.

J: Hey, I’m not against journalism. I just prefer to get hands on before I write about games and stuff.

[distorted voice of Jigsaw]: Hello narrators. I want to play a game.

J: Not right now Jigsaw.

[Billy the puppet dejectedly rides his tricycle away, a single tear running down his cheek]

[Fade to black.]

[closing title card, overlaid with some visual scratches and picture jumping, to imply old timey black and white film]: fine

[Fade out]

[Fade in]

[Title card is on fire]: …this is fine.

So there you have it folks, all the good good E3 news you could want ahead of next week’s big event.