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

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