12 Days of Epic Games 2024 Round Up

My 12 Days of Epic Games series is complete!

In this second season of my 12 Days series we took a look at 12 different games that I have received for free during Epic Games giveaways, trying them out for an hour or two, or a chapter or two, whichever came first. I then decided whether to continue them online as content, continue them offline for myself or to drop them, content that they are no longer part of my backlog.

Now that the challenge is over, I thought it would be nice to do a wrap up post. I recorded the videos in advance so in the time between recording and the series finishing, I managed to secretly play through a few of the games to completion.

Day 1 – Recipe for Disaster (2022)

Recipe for Disaster is a management sim that captures the fast-paced, drama-filled environment of a professional kitchen and dining room. Build your dream restaurant, create recipes, design menus and manage your staff, all while contending with demanding customers and disastrous situations!

While I thought that Recipe for Disaster was doing something interesting with its menu creator, it turned out to be a very forgettable experience for me. Despite being one of the longer videos, I did move on from it completely once the video was done. I am always on the look out for the management games that scratch the itch that I have, but unfortunately this wasn’t the one for me.

Ranking – That’s enough for me.
Current Status – Dropped.

Day 2 – Frostpunk (2018)

Frostpunk is the first society survival game. As the ruler of the last city on Earth, it is your duty to manage both its citizens and infrastructure. What decisions will you make to ensure your society’s survival? What will you do when pushed to breaking point? Who will you become in the process?

Oh man.. Frostpunk. Les than one week after I finished recording, I had completed the entire scenario. By then, it felt like a shame not to show how it ended so I managed to find a way to add it in to the video.

This was my favourite game in the entire 12 days and I think that is for good reason. The tension kept me on my toes throughout, every decision made me question whether I had made the correct choice. The desperation was palpable and the stress had me sweating, despite the bitter cold my colony were trying so hard to survive.

An extremely memorable experience and I am really glad I have it on video for memories sake even if it isn’t a full Let’s Play.

Ranking – Continue playing offline.
Current Status – Completed the scenario and moved on. May try other scenarios in the future if I ever run out of new games to play and get the itch.

Day 3 – Transistor (2014)

Discover the world of Transistor, a sci-fi-themed action RPG from the creators of Bastion.

I am a little sad that Transistor didn’t hit for me the way it seems to have for a lot of others. I found the combat difficult to navigate and the story even more so.

I respect a game that doesn’t drown you in exposition. Naturally, when a story is set in its own world like this it will take time to learn about, but I have discovered that I like at least a little more handholding than Transistor offers. Having said all of that, since playing I have enjoyed what I heard about the story while listening to podcasts and will look forward to seeing the full game vicariously as a Let’s Play with this new context.

Ranking – That’s enough for me/watch someone else.
Current Status –
Have listened to a podcast, looking for a Let’s Play to watch.

Day 4 – The Spectrum Retreat (2018)

Check-in to The Spectrum Retreat for a stay you won’t forget. Manipulate your way to the truth in this captivating narrative-driven puzzler.

I really liked The Spectrum Retreat as a first person puzzler. I went on to finish the game and I think it was the perfect length, never overstaying it’s welcome while regularly revealing more of the story as you go (it evolved after the video ended and I like where it went). The puzzle difficulty never got too much, adding in fun new mechanics each chapter to keep it fresh.

A pleasant surprise and an easy recommendation.

Ranking – Continue playing offline.
Current Status –
Completed.

Day 5 – The First Tree (2017)

A beautiful, 3rd-person exploration game centered around two parallel stories: a fox trying to find her missing family, and a son reconnecting with his estranged father in Alaska. Uncover artifacts from the son’s life as he becomes intertwined in the fox’s journey towards The First Tree.

It is never a good feeling to not gel with a game, especially an indie and especially during recording. But there were a lot of reasons The First Tree fell flat for me. Rather than get into a critique of the game, I will report that I did finish it, and that unfortunately did not fix my issues.

Ranking – Continue playing offline/That’s enough for me.
Current Status –
Completed.

Day 6 – Death Coming (2017)

‘Death Coming’ is a non-linear puzzle game where you must harvest human souls ‘Final Destination’ style. However, pesky mortals are not your only problem, as the Agents of Light will do everything they can to stop you.

I liked Death Coming for what it was, but after some time away I didn’t find myself desperate to play anymore. I booted it up one more time just to be sure, and as I got back into the swing of it, I enjoyed seeing what the remaining chapters had to offer. More than anything, I feel like the developers must have had a blast pooling together their ideas, and I am glad to have played through this game.

Ranking – Continue playing offline.
Current Status –
Completed.

Day 7 – 20 Minutes till Dawn (2023)

20 Minutes Till Dawn is a survival roguelite where endless hordes of creatures lurk from the dark. Craft an array of overpowering builds and eradicate waves of Lovecraftian nightmares. Will you be able to survive the night?

20 Minutes till Dawn made me feel very similar to Vampire Survivors. I enjoyed trying it out but there is no magnetism for me to get back in there to try to master it. I was going to replace Vampire Survivors with 20 Minutes till Dawn on my PC, but I realized it is fine enough to keep them both installed as they take up next to no space. I think one day the genre will either click with me, or I will drop it completely, but for now, I keep trying.

Ranking – Continue playing offline.
Current Status –
Still installed.

Day 8 – Loop Hero (2021)

The Lich has thrown the world into a timeless loop and plunged its inhabitants into never ending chaos. Wield an expanding deck of mystical cards to place enemies, buildings, and terrain along each unique expedition loop for the brave hero.

Considering how much I enjoyed this one, it is shocking how little I remember about how it played. I shelved it immediately as I knew that I could sink a lot of hours into it, but in the few weeks that have passed, I can barely remember the gameplay loop.

That doesn’t put me off continuing though, I know that it will all come back to me when the time comes and I look forward to seeing how it escalates.

Ranking – Continue playing offline.
Current Status –
Still installed.

Day 9 – Breathedge (2021)

Survive in outer space! Together with your immortal chicken, discover the truth behind your sudden spaceship crash. Craft tools, pilot vehicles, and even control space stations to survive and explore the wreckage.

Breathedge is a game I enjoyed as I was playing it, but am hesitant to say that I will definitely play the full thing through. Going out on little expeditions and gradually upgrading my equipment is fun, but I do wonder how long that fun will last.

I am so thoroughly confused as to how I am remembering this as a chill game that I could perhaps listen to a podcast to, yet we were in such a precarious situation in the most dangerous setting there is. I will find out whether the podcast idea works out when I pick it back up soon enough.

Ranking – Continue playing offline.
Current Status –
Still installed.

Day 10 – Beyond Blue (2020)

Beyond Blue is a single-player narrative adventure that takes you deep into our planet’s beating blue heart. Explore the awesome wonder and unbounded mystery that exists within the world’s ocean.

Beyond Blue is the game that I always wanted. It isn’t a huge game, but the focus on the ocean and what lives within, having an ongoing story while giving you the freedom to take your time, educating you while entertaining you, all create a Noob tailored combo that I would love to see more of. I, predictably, ended up spending a lot of time in photo mode, the results of which will be shared on the blog soon enough.

While I am most interested in the life below, I was grateful that the game took the time to acknowledge the people that work in the field. I had no idea the sacrifices they make, but their passion is clear and it is a good thing we have people like them in the world, striving to not only understand, but do so in an ethical way.

Ranking – Continue playing offline.
Current Status –
Completed.

Day 11 – Kingdom Come: Deliverance (2018)

Story-driven open-world RPG that immerses you in an epic adventure in the Holy Roman Empire. Avenge your parents’ death as you battle invading forces, go on game-changing quests, and make influential choices. Explore castles, forests, villages and other realistic settings in medieval Bohemia!

Kingdom Come: Deliverance was more difficult than I expected, but also so much more engaging. I love a dramatic story like this and I am curious to see the twists and turns that may be presented as the narrative unfolds.

I am still intimidated by the gameplay. Research has told me that you can get quite strong to make the game easier, however that is my biggest worry about continuing online. Either way, I had loads of fun and would love to see how the story continues one day, despite the game not making it to my 2025 backlog list.

Ranking – Continue playing online/Continue playing offline.
Current Status –
Not on my immediate backlog but would like to play fully in the future.

Day 12 – Wilmot’s Warehouse (2019)

Wilmot’s Warehouse is a puzzle game about keeping a warehouse running in tip-top shape. Just remember where you put everything, because when the service hatch opens, you’ll need to find the things people want quickly, in order to earn the coveted Performance Stars.

Wilmot’s Warehouse is even more niche than I expected. I didn’t know 100% what to expect going in, but it is literally exactly as the description says. It is the kind of game that is satisfying when it goes well, and makes my brain itch in all of the wrong ways when it doesn’t.

I have played more since the video and appear to be exactly half way through. I am enjoying it but almost feel as though I have had my fill. I will continue as I have a feeling it is going to become absolute chaos, but I have to admit, the game running slightly long for what it is for me.

Ranking – Continue playing offline.
Current Status –
Half way through. I don’t know how I am going to do the rest 😂

Playing new games always feels nice. Even if I don’t like the game, removing it from my backlog list is satisfying in itself. Playing so many in a short space of time doesn’t really reflect a natural way of consuming games, but I think I will always enjoy it.

We had some very different results when compared to Season 1. It has been great to play through some of the ‘continue offline’ games during my holiday, and I am going to strive to finish them all up throughout the year, as well as Tunic which is the only game that remains from the Game Pass season.

Continuing online

  • Kingdom Come: Deliverance (very unlikely though)

Continuing offline

  • Frostpunk
  • The Spectrum Retreat
  • The First Tree
  • Death Coming
  • 20 Minutes till Dawn
  • Loop Hero
  • Breathedge
  • Beyond Blue
  • Kingdom Come: Deliverance
  • Wilmot’s Warehouse

Thats enough for me

  • Recipe for Disaster
  • Transistor

More end of year content

Sign up now to stay up to date with the latest posts!

A Noob’s Review – 1000xRESIST

There is a nearness and its gravity is echoing.

I already wrote at length about my first impressions of 1000xRESIST. Instead of rehashing that, I am going to talk about what I consider to be the games strengths. I would also talk about the weaknesses but I honestly have difficulty finding any beyond the slow start that I mentioned in those impressions.

The more you try to recommend this game to folk, the more you realise how difficult it is to define the genre. There is a surprising variety of touchpoints for comparison, but every similarity I point out is usually a specific tone or mechanic, rather that the game itself being similar to any other. Here, I want to talk about what this game does, and why it works for me.

+ Scope

I often wonder how people come up with stories like this. But then I read something from an AMA with the developers. This game is a fantastic example of using what you have to inform what you do.

A question was asked about what birthed the idea using clones. There were two answers, one we will get into later, but the second one stood out to me.

“The other thing was SCOPE. Yes, it meant we could focus on making the character model that we had, better!”

It’s fascinating how a creative decision so important can stem from such a technical, meta reason. I personally find that given all of the freedom in the world, my work will often be weaker than the work I had to do under restrictions, which could be why this resonates so much. Scope takes discipline, and while they could have decided to spend more time creating more characters, they made it a core part of the story, giving them more time to focus on the intricacies of the world they were building.

Thinking of it this way, it begins to dawn on me that there are a lot of reused environments too. Many of the places that you go, you will see again for one reason or another. However, there wasn’t a single visit to any of these locations that made me feel sick of them. It never got tiresome. Every revisit was repurposed so carefully that suddenly, fewer environments become a blessing, allowing me that familiarity that makes me feel more involved in the story.

+ Nature vs nurture / themes

Nature vs nurture is something that has always intrigued me. It’s not something that can ever be researched ethically, but the questions remain ever fascinating. How much of a person is in their genetics, and how much is their circumstance? What would the best of us be driven to under difficult circumstances? Could an evil person have been good? Is everyone capable of anything? Is anyone capable of everything? We will never know and it makes for an extremely rich setting for a narrative to explore. One thing that no one can deny is that we are influenced by the people around us, no matter how much we want to be, for better or worse, and that is explored well here.

There are two reasons why we wanted to look at clones! One, was getting to explore the classic thematic of nature vs. nurture. How much of how we turn out as human beings is because of things we don’t understand?

The game also took on many tricky themes that could very easily have been too much. Generational trauma, oppressive regimes, faith, sacrifice, ends justifying means, intent, justice. It was a lot, but never too much. Everything was handled with care and in a world where everyone is waiting for the next thing to be outraged about, I found the game handled everything with class, giving no ammunition to the folk who try to drag things down. Equally, it felt like a safe space to consider these delicate topics without judgement.

+ The Writing

As I mentioned in my first impressions, I didn’t like the writing at first. However, once I got used to the rhythm of the speech of these characters, I was finishing their sentences. I when I finished the game, I couldn’t remember the specific lines in some important moments, but I could hear their rhythm like a melody stuck in my head. And it’s believable. No one talks like this, but they do. It is another one of those bold choices that went well because they rightfully have confidence in the excellent quality of their storytelling.

+ Everything Audio

The music goes a long way to setting the atmosphere of this game. Every time I sat down for a session, hearing the melancholic tones had me immersed immediately, whether it was light, sombre melodies or a little heavier.

The voice acting is another auditory factor that solidifies this games identity. There are so many characters, all so similar and yet so different. The hushed tones, words spoken so softly yet carrying so much weight. It is all so intentional and commendable. The voice acting also contributes to the rhythm of the speech as mentioned above. Without it, I am not sure the game would have bled into my thoughts the same way that it did.

+ Visuals

The game does not have ‘impressive’ graphics. As in, don’t come here for photorealism or next gen aesthetics ala Hellblade. It is stylized. Sometimes, particularly walking around the hub area, the textures felt a little PS3 to me. However, I think any reasonable gamer, and particularly indie enjoyers, can accept that photorealism is only one choice in a medium that can achieve anything, and beauty can be created in other ways.

What this game does have is very impressive art direction and cinematography. It is ambitious in its style in every way except perfection. Colour is already an in game concern, but the use in a creative sense, alongside lighting, can be striking. Whether you are walking around a corner into a set piece, or being guided by a cutscene to see something new, the developers clearly had a vision and they did everything they could to put that on screen, succeeding with flying… colours.

+ Balance

1000xRESIST contains a huge, winding story, the likes of which is very rare to be told so comprehensively within a 14 hour experience. The reason that it is done so well is the balance achieved in the conceptual phases as well as the execution. This story is about disaster. It is about eras. Civilisations. But it is also about people. Individuals. It is about things much bigger than we can possibly comprehend, and it is about the nuance of being human within that. It never loses sight of either of these things.

+ Attention to Detail

Just because the scope was kept in check, that doesn’t mean there is a lack of anything. In fact, that is most likely the very reason that the game contains the density of detail that it does. Again, I am not talking about the textures or foliage. I am talking about continuity, and the stories that are being told indirectly throughout the entire game. It is worth looking around and talking to everyone that you find. You never know who or what will make a huge difference down the line. While it isn’t the focus of the story, I find there to be a bit of butterfly effect between the lines and it is really neat to identify the triggers that may change the course of history, no matter how small they seem at the time.

+ Respecting the Player

Possibly the thing that I found the most impressive above all else is the way that I felt respected as a player. In my initial impressions I complained that I felt I was supposed to care about something I had no understanding of or context for. I understand that decision a lot more as I have made my way through the game. The developers trust that you will come to understand, without any clumsy exposition dumps or codexes. We learn through experience, exploring the environments we are in, and observation. It is no coincidence that our main character is called ‘Watcher’.

Of course, there is exposition, there has to be, but it is weaved into the game so well that I never begrudged it. In fact I welcomed it as the more that I found out, the more that I realised I still wanted to know. There is even an exposition device written into the story in the form of communions, allowing us to learn about the history of the game world alongside our main character.

I felt respected in another way too. Throughout this whirlwind of heavy hitting themes, I never once as the player felt that I HAD to feel a certain way. These characters are flawed. They make mistakes, mistakes that we are making with them, whether we believe it is a good idea or not. Never once did the game then shame you for what you have done. It provides opportunities to think, but it never does the ‘What have you done?! You, the player, you did something despicable’ thing that some other games do. It could easily have gone down that route but I am very grateful that it did not and as a result it is a richer experience.

1000xRESIST appeals to the part of me that loves YA dystopian fiction. There is nothing wrong with that, but it also somehow feels very reductive. I think what I ultimately mean is that this is not going to be for everyone. For me, it came out of the blue, infecting my thoughts both in and out of the game for a while, but not everyone will have that experience. I think it is important to temper expectations, especially if you aren’t going in as blind as I did.

If anything that I have wrote sounds interesting to you then there is a good chance you will enjoy the game, but be aware that this is an immersive, experimental, narrative based experience. If that isn’t your jam then I don’t necesserily think this is the game that could convert you. My recommendation to everyone is that if you aren’t feeling the beginning, just like I wasn’t, try finishing the first two chapters and see if it grabs you. If it hasn’t by then it probably wont but that is a good amount of time to see some of the variety of storytelling on display.

One thing I do know is that I am not finished with this game.

This is a game about breaking barriers. Some characters giving their all to destroy them and some giving their all to stop them. But also the developers, creating a game that I can’t ever imagine a large studio having the courage to try. It is unconventional, it nails what it is going for, it is a breath of fresh (and emotional) air, and as I said in my impressions post, this is what indie gaming is all about.

Hekki Grace.


More on 1000xresist

More Noob Reviews

Sign up now to stay up to date with the latest posts!

Blue Prince – Demo Impressions

Schrödinger’s Mansion.

Blue Prince

Developer: Dogubomb

Release Date: To be announced

Welcome to Mt. Holly, where every dawn unveils a new mystery. Navigate through shifting corridors and ever-changing chambers in this genre-defying strategy puzzle adventure. But will your unpredictable path lead you to the rumored Room 46?

Blue Prince is a first person, exploration puzzle game where you will be using RNG and resource management to make your way through an ever changing mansion. Almost all of what you find is temporary, but some lessons will stay with you as you reset each day, making another attempt at traversing this bemusing abode.

The gameplay is very decision focused. The house you are exploring is made up of Schrödinger’s rooms – every room simultaneously existing and not until you open the door. What I mean by that is, every door that you open will grant you a choice. Three different types of rooms are presented to you and you can pick which one you want to walk into, adding it into the bluprint map that you carry around with you. Layout, benefits and resources within all need to be carefully considered as you attempt to make your way towards the north of the house. 

I am going to make a potentially strange comparison so bare with me here, but I can’t help but feel a lot of very similar feelings that I get when I play The Binding of Isaac. Blue Prince doesn’t have combat and is an entirely different tone, but RNG and resource management are two stand out mechanics of Isaac, ensuring every run is entirely different and causing difficult decisions. Where Isaac has it’s keys, bombs, coins and health, Blue Prince has keys, gems, coins and steps. You are going to want them all but whether you get them is another question. Movement itself being a currency adds another complication, as your keys aren’t worth anything if you pass out as you open the door.

Continuing with the Isaac theme, you are not going to be able to do everything in one go. The items that you draw in TBoI inform how you play your run – for better or worse. A similar thing happens here, except it isn’t only the items that you have found, it is also the rooms that go with them. For example, you may find a room with dig spots but never make it to a shovel. This coulddd be considered annoying and even cruel, but if you are anything like me, it will trigger the synergy hunting and experimentation part of your brain. No run is wasted when you have a goal to try something new, and even if you don’t succeed, you are likely to run into something else.

The last thing that I want to bring up about my first impressions are how I enjoyed the whole concept of the puzzle solving, from the micro to the macro. Every type of room that you draw may or may not contain something relevent to the overarching mystery. This makes it extremely tempting to use new rooms immediatly, even when there is a chance that they will mess up your route or lead to a dead end. In doing this I managed to find some neat things that I will need to write down on paper for the full game. There are also individual puzzle rooms, containing bite sized puzzles that serve their purpose well. They take less than a minute to solve, you get your reward and then are back to the rest of the problems at hand.

I was impressed that by the end of the demo I had found so many loose ends that I had not found the answer to, and sad that I couldn’t continue on. I have never played a puzzle game like this, it is very unorthodox but it is exactly my flavour of dopamine and I really hope the rest of the game lives up to the first couple of hours.

Demo Length – 1-2 hours
At a glance
+ Overarching macro puzzles.
+ Smaller puzzles within.
+ Tough decisions.
+ Short runs.
+ Time to think.
+ So unique.
+/- Doesn’t hold your hand.
+/- Resource scarcity.
+/- RNG – was fun for the demo but has chance to get frustrating.

More from Summer Game fest 2024

More from previous Festivals

Sign up now to stay up to date with the latest posts!

Hauntii – Demo Impressions

A pleasant journey through Eternity.

Hauntii

Developer: Moonloop Games LLC

Release Date: 23 May 2024

A beguiling adventure in which you uncover the secrets of an expansive and mysterious world – haunting both the environment and its denizens to craft ingenious solutions to the many challenges that await.

When I read ‘twin-stick shooter’ and ‘action’ as tags on steam I was a little hesitant, but felt drawn in by the art style on display. Thankfully for me, there was a lot less action than I expected. The demo showed off a game of exploration, collection and puzzles where navigating the dangerous dark land of Eternity is our goal, guided by the welcoming lights around us and the friendly locals.

While our character moves quite slowly, shooting feels great and is used for many more purposes than just shooting enemies. We are Hauntii, a ghost that has the ability to posses objects and other things, influencing them to do as we please. This could be lighting up a previously unlit path, growing to allow us to reach other places, becoming a turret to shoot heavier objects or even allowing more traversal to find all of the secrets. Our goal is to collect fragments of our past, bringing them together to paint a clearer picture of who we were and how to free our self from the tether this land has on us.

Hauntii reminded me of some other indies that I have played or seen in the last couple of years, and while it isn’t exactly like any one of these games, I will mention why they prompted memories in me. My first touchpoint was Gris, a very artful, intentional experience promising emotions through imagery and sound. Chicory is the second game I was reminded of, due to the way that we can change the world as we interact with it, as well as having a sweet vibe underlined by a threat. Finally, The Wild at Heart was my third reference point, not at all through gameplay, just very vague aesthetics, exploration, an interesting forest family, a hub area and the use of the dark. If you like any of those games for any of those reasons then there is a potential that there will be something here for you too!

This feels like a one for the couch, to play on a cozy night in with the lights low, candles on, a blanket and a nice cup of hot chocolate in hand.

Demo Length – 1 hour
At a glance
+ Art.
+ Music.
+ The animation.
+ The use of colour.
+ The distortion in the dark.
+ Shooting feels very smooth.
+ Finding secrets.
+ The whimsy.
+/- The puzzles were quite simple, but I also didn’t feel like my hand was being held.
Not sure why I was collecting things other than my memories.
Movement speed is a little slow.

More from Ludonarracon 2024

More from previous Festivals

Sign up now to stay up to date with the latest posts!

Europa – Demo Impressions

Melancholic yet magical meandering.

Europa

Developer: Helder Pinto

Release Date: 2024

On the moon Europa, a lush terraformed paradise in Jupiter’s shadow, an android named Zee sets out in search of answers. Run, glide and fly across the landscape, solve mysteries in the ruins of a fallen utopia, and discover the story of the last human alive.

Playing the demo of Europa without context, I felt like I was exploring a beautiful land full of whimsy. There was a tinge of sadness but that was continually overridden by the joy of movement. There is a heavy sense of a thriving ecosystem that bustles in every biome, making the place feel alive, allowing an extremely important – and potentially disturbing thought – to hide in the back of your mind, buried but niggling. That question – where are the people?

Fast forward to writing my impressions which allows me to read the Steam description (see above). I did read it some time before but I also read about 40 others so I unfortunately don’t tend to remember the specific details. Upon a reread knowing what I know now, my reaction was one of confusion, shock and sadness. This additional context changes a lot of the mulling and theorising I was doing while playing. It takes away a lot of the hope that I had and makes me approach the story in a whole new way. The rug has been pulled, a plot twist without even being within the game.

Playing Europa felt reminiscent of Journey. It has more means of storytelling, for example the excellent journal that pages you pick up, but it is largely a game of cinematic exploration through kinetic means, soaring your way through seperate levels, taking in the environment and solving a puzzle to move onto the next one.

The game is full of neat little details. The way it guides you to areas of interest with the use of wildlife is lovely, along with being able to interact with mysterious creatures, which you will seemingly learn more about as you go. The use of particles and so many other wonders filling the air makes Europa feel like a slightly alien yet magical place. Surfing across water is always fun and methods of movement are introduced at a great pace, making exploring these areas much more of a pleasure than a chore.

I am definitely interested in playing the rest of Europa, although I wonder whether it will be one of those games that I need to be adequately emotionally prepared for, as under the colourful, perfect aesthetic, dark themes are being explored.

Demo Length – 35 mins.

At a glance
+ Movement is fun.
+ The abundance of nature (and evolution of it?).
+ Areas felt the perfect size to do a little exploring and then move on.
+ The colours, particles, effects and general art direction.
+ The book pages.
+ The teaser at the end showed lots more to come.

More demo impressions here…
More from Steam Next Fest October 2023 here…

Sign up now to stay up to date with the latest posts!

A Noob’s [Mini] Review – Sea of Thieves

Ahoy, me hearties! The sea is calling.

Do you ever dream about sailing away, off into the sunset where there lies promise of sun, adventure, treasure and grog? If that sounds appealing then do I have the game for you. Sure, there may be the odd storm. A ghost ship or two. The occasional battle for your ship, lives and everything you have ever owned and loved against the fearsome, monstrous creatures of the deep. But it’s not just the party that makes the pirate, and when you’re approaching an outpost ready to cash in your haul, singing shanty’s of the sea into the dead of night, you will tell tales of previous voyages, laugh, and look forward to the next.

Sea of Thieves is an online multiplayer game in which you and up to three friends captain a ship. From there, the world really is your oyster. The game provides you with a huge sandbox world, full of random events. If you would like a fight then it is up to you to stock up your ship and seek out active forts, sea battles, or even other players. If you would prefer a calmer experience then you can instead find treasure maps, using the tools and clues provided to seek out the island you need. You can also become a merchant, follow story quests, or even just pick a direction and set sail, seeing what you find along the way.

What makes Sea of Thieves special is its core mechanics. Sailing a ship requires teamwork. Correctly navigating without incident and adapting when needed is always satisfying. The sea feels like a real sea and there is a learning curve to understand how the boat moves, all adding to the immersion. You will become as familiar with your compass and maps as you will with your sword and cannons. Not to mention, the stylised art style of the game offers an impressive beauty in all weathers, at all times of day.

The overall structure of the game creates an ever changing pace which makes no two sessions alike. The travel adds a downtime that is all the more appreciated after surviving three near disasters in a row, and all the more elevated when your ship is full of treasure and you have no idea what is in the water below, or over the horizon ahead.

Developer: Rare
Publisher: Xbox Game Studios
Release date: 20th March 2018
Available on: PC and Xbox (One, Series X/S, Game Pass)

If you would like to see a silly live stream, you can here!

Sign up now to stay up to date with the latest posts!

A Noob’s [Mini] Review – SOMA

If you play one horror game in your life, I believe it should be this one.

Explaining in too much detail why you should play SOMA runs the risk of ruining the reason that you should play SOMA, but I am going to give it a shot.

SOMA is a narrative experience like no other I have ever had. While it isn’t gameplay heavy, it is a classic example of a story thats impact is amplified due to the medium and the player input that brings.

In this game we play as Simon Jarrett, an ordinary young man who has suffered the misfortune of a brain injury. Taking part in some experimental treatment, Simon arrives to get his brain scan but it does not go as expected. As he comes to, it rapidly becomes clear that all is not how it seems. 

This is a game of linear exploration. From a first person perspective, we guide Simon through an ordeal, moving forward through circumstances that are horrifying on a spectrum from deeply personal, to unfathomable.

If you are a person that does not enjoy playing horror games for reasons like jump scares, intensity and/or gore (like me), then all is not lost. While the atmosphere is indeed spooky, the most worthwhile aspects of the game come from the themes and events that can stay on your mind for weeks, as opposed to a cheap scare. To account for these people, the developers added a ‘Safe Mode’. This is how I played and it prevents any lose state, allowing you to be confident that you won’t lose any progress while you explore the environment (which I highly recommend doing to get all of the context).

SOMA is not a pleasant experience. It is haunting, dark and bleak. But, it is up there with the most thoughtful games I have ever played and I think about it on at least a monthly basis. It presents the player with choices that have no easy answer and deals with existentialism among other topics in very interesting ways. It is the only horror game that I would encourage anyone unsure to try to look past the genre, and if you are a horror fan? Turn off the lights, get fully immersed and enjoy.

Developer: Frictional Games
Publisher: Frictional Games
Release date: 22nd September 2015
Average play time: 10 hours
Available on: PC, PlayStation (4, 5) and Xbox (One, Series X/S, Game Pass)

If you would like to see my live playthrough, here it is!

Sign up now to stay up to date with the latest posts!

A Noob’s Review – Stray

This year I have been blessed with the amount of ‘me’ games that I have been able to play. Stray, I am pleased to admit, is one of them. Without playing it, it is easy to think of it as nothing more than ‘that cat game’. That is how I thought of it before. I had hope that it would be great but expected charm and not a lot more. However – for me at least – it was so much more than that.

+ The Protagonist

In Stray, we play as a ginger tabby cat. Not a talking cat. Not a person that has been transformed into a cat. Not a magical cat. Just your regular old, run-of-the-mill, carefree street cat. Other aspects of story and play get added as you go, but the cat is still a cat, if a very smart and loyal one.

Throughout this game we traverse through different environments of this fictional dystopia, exploring, learning and taking in the surroundings. We are a speechless outsider, observing and interacting as we go. We aren’t one of them, and my playable character also sharing these qualities with me (the player) created a uniquely immersive experience that hit me on a genius level. This would have been a different game if we were playing as one of the robots that inhabits the city. 

Then there is the cat itself. The animations are beautifully made and transition seamlessly. Everything, from the swagger and agility to the curiosity and behaviour scream ‘real cat’. The interactions with other cats, the scratching at objects and rubbing on peoples legs were things that didn’t need to be included, but do wonders for immersion. In some games, going off the beaten path feels strange because you are on a mission to save the world or on urgent business, and stopping to talk to someone or play a mini game breaks the narrative. You do it, because it’s a game, but it feel wrong. Here though, we are a cat. If we see a perfect nap spot, we are 100% going to take it. Because that’s what cats do. We are emotive and adorable without feeling like a caricature, and it is just a pleasure to control this excellent boi.

+ The World Building

Urban and Cyberpunk settings don’t often appeal to me that much. For that reason I was here for the cat, nothing more. To my surprise, it didn’t take long for me to be completely invested in this world, desperate to explore to learn more of what life is like here and why. While ignorant past Noob felt like rolling her eyes at the idea of there being robots in this game, present Noob was delighted to meow at every single one I happened upon. You can learn a lot by interacting with everything you can, exploring the areas, taking notice of the details and putting the pieces together. Although it is a story of robots, it is more relatable than expected. Dealing with issues like pollution and poverty, two very real things, the game managed to keep me in a state of melancholy while also making me think.

+ The Aesthetic

Like I mentioned above, I didn’t expect the setting to really jive with me. Although I haven’t experienced a lot of it, I felt like I was burning out of the dark, dreary cityscape with colorful neon lights. All I had to do was play to realize that I was wrong. This game is stunning and the use of colors kept my brain twinkling in awe. Moving onto a new area always brought something new and interesting, and the beauty within the damaged and broken parallels with the themes of hope that are scattered throughout. Robots are robots, and while they seem sentient, everything they learned is from the humans. The way this is creatively used brought me so much joy. Abandoned apartments layered in rugs, linens, books and plants, creating the most stylish shabby chic décor. It isn’t practical but it doesn’t need to be. Every robot adopting their own style based on what they can find. Lights, lights and more lights. From the intricate interiors, to the wide shots of places you are discovering and have been, there is a beauty to this game that is not only pleasing to the player but really adds to the world building. The biggest crime that there is no photo mode (although maybe that is for the best, I might still be playing to this day).

+ The Difficulty

This is a very easy game, and I think that decision suits it very well. It allows for the flow of exploration without the frustration that can come in other games. Having said that, if you aren’t into exploring as much as I am you don’t have to. It isn’t difficult to figure out what you have to do next so if you want to mainline the story that is also entirely fine. Any puzzling is very minor, which makes the game very accessible to experienced gamers and new players alike.

+/- The Controls

I am personally very happy with the controls but I know a lot of people were underwhelmed. This is no precision platformer and I am glad that it doesn’t try or pretend to be. You can’t jump freely, only where the game allows. One could see this as a lack of freedom, or you could see it as a time saving and quality preserving mechanic. I didn’t waste any time trying to make jumps that maybe, just maybe, I could make. And I wasn’t taken out of the experience by janky animations caused by jumping places that were never intended because I was never allowed to. The levels are hand crafted with verticality in mind and the simple but intuitive controls were additive for me. The fact that there is an on demand meow button is just icing on the cake. 

+ The Details

I talked about some of the details in the protagonist and aesthetic sections, but it deserves to be its own positive mark. My favorite detail is how every NPC has their own little personality. Most of them have their own hobbies and styles. When you meow at them, they all have their own reaction to you. It only flashes across their face for a second, but it is there and that was enough to ensure that I meowed at every single NPC that I met.

+ The Collectibles

There were no pointless collectibles. They took the form of memories, and every one that you found added some more context to the world. They weren’t too difficult to find (I think this is the first game ever that I found them all by myself) and they encouraged exploration which, to me, is the highlight of the game. Exploration, rewarded with story, which then encourages more exploration is a dream game loop for me and it was executed to perfection.

+ The Level Design

This game felt like a living and breathing city. I explained a lot of why it works in the Aesthetic and Controls sections above, but I want to give a shout out to the open world areas. I expected more of a linear game so arriving in the slums was a huge surprise. There is lots of exploring to be done and the entire level makes sense. It is unique, lived in, full of character, easy to maneuver and not too big to be overwhelming. And the same can be said for every other open world section in the game. There are nooks and crannies that you can only access due to being a cat. At first it can take a while to get used to the fact that bars aren’t a wall, you can walk through them or jump over them. It keeps things unusual and interesting. A different perspective.

+ The Pacing

I really enjoyed the pacing. Although I would have liked even more time in the open world sections, it would probably be to the detriment to the game. When you are ready to move on, the game is separated with chase/stealth/sort of combat sections that also do not feel like they last too long. The game in its entirety is relatively short, and throughout the entire game I was engaged enough to not put it down. 

+ The Surprises

There were things in this game that I did not expect to see at all, but it was all entertaining enough. Obviously this is very vague as to not ruin it, but I think you will know what I mean when you get there.

Overall, this is an awfully sad world with hidden havens dotted around that I couldn’t get enough of exploring. I loved my character and I loved my time with it. I don’t think there are any cheap emotional stabs which is something I always fear in games containing animals, and I couldn’t be happier with the time I spent with this game. In the end, everything in the game made sense and I was very satisfied with the conclusion. The game resonated with me, and not just because of the cat, which I would say is an achievement for ‘that cat game’. Pawsome all around (be grateful. I could have used so many more puns throughout this review).

+ The Protagonist

+ The World Building

+ The Aesthetic

+ The Difficulty

+/- The Controls

+ The Details

+ The Collectibles

+ The Level Design

+ The Pacing

+ The Surprises

Sign up now to stay up to date with the latest posts!