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!

Let’s Play – Citizen Sleeper

Citizen Sleeper is a game inspired by tabletop RPGs. Set in deep space, we play as a sleeper – a human consciousness uploaded into a robot frame. Escaping a life of corporate slavery, we find ourselves on a space station full of outcasts and misfits, all just trying to get by. Though helping others, we can help ourselves in our mission of survival. But what even is it to live? That, ultimately, is up to us.

Join me in a journey of wonder, perspective and community. My complete full playthrough is available now, including the DLC!

Full playlist available on Youtube!

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 [Mini] Review – Return of the Obra Dinn

A grim, old timey, maritime delight.

Do you enjoy logic puzzles? Have you ever solved the clues, filled in the grid then sat back and smiled as satisfaction washed over you? If so, then Return of the Obra Dinn could be the game for you.

Not for the faint of heart, Return of the Obra Dinn is a sprawling interactive logic puzzle, set on the ill-fated ship – the Obra Dinn – in the early 1800’s.

In this game you play as an insurance inspector, tasked with deducing what exactly happened on what is now a ghost ship that has recently drifted back to Falmouth. As you explore the grisly scenes that took place onboard and the tragedy unfolds before you, it is up to you to piece together who is who and what fate befell each of them. Armed with a crew roster, portrait, and a mystical stop watch, you will enter scenes of time past. Using your observational skills and wit, you will gather the clues available to identify all 60 souls.

This game is a triumph of not only detective work, but atmosphere. The old timey maritime aesthetic is complimented by nostalgic graphics – a subtly fantastic design choice simultaneously shielding players from the finer details of brutal scenes while also allowing the player to fill in the gaps of the horrors they are witnessing. The phenomenal sound design paired with the fitting sound track will haunt you in the best possible way, bringing the still scenes that you are inspecting to life. Every scene is filled to the brim with detail, things you may not notice at first but can lead to eureka moments down the line. Finally, the none linear nature of the game structure allows for fantastic storytelling, remaining full of surprises all of the way through.

If this has piqued your interest then I recommend that you don’t read any more about this game and instead jump straight in, knowing that you have a harrowing yet fascinating journey ahead. Also, when you bear in mind that this game was developed by the genius mind that is solo developer Lucas Pope, you may feel as much disbelief as I did that such a feat can be achieved by one individual.

Developer: Lucas Pope
Publisher: 3909
Release date: 18th October 2018
Average play time: 6 hours
Available on: PC, PlayStation (4, 5), Xbox (One, Series X/S) and Nintendo Switch

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 – Pupperazzi

Based on what I had seen of Pupperazzi, this game wasn’t high up on my ‘to play’ priority list. I thought it was going to be a ‘meme’ game and not much more. I am very happy to report how wrong I was about that. This game is an absolute delight through and through. I expected a rough experience that would be fun for an hour, but instead it provided multiple sandboxes of endearing, silly (in a great way), exciting, shenanigans and says ‘go wild’. And wild I went.

+ Atmosphere

The atmosphere in this game is unironically electrifying. The summer vibes instantly swept over me and there was no where else I would rather be. In every direction something weird or wonderful was happening and the energy of everything going on around me was in turn feeding me and my shutter finger.

– Bugs

I was so charmed by the rest of the game that I almost forget that I got some serious bugs. I almost quit in the second area because I thought my game was completely broken. It crashed and when I came back, it had kept my ‘follower’ and ‘item’ progress, but it set me back to the beginning with requests, right back to the tutorial. Thankfully I could speed through them, but then the third time I loaded in the game all of my items were gone. Once again, thankfully I could recollect them, but it was touch and go for being game breaking for me, which would have been a travesty. I am not sure how common these issues are, but being scared to quit the game for fear your progress will be lost is always a bummer, providing a background, gnawing anxiety that I must finish the game in this session.

+/- Jank

Sometimes the photos don’t register the ‘things’ that is in the picture you took, be it a particular breed, a number of dogs, a background element etc. I have read some frustrations from others online that couldn’t complete requests because of this finickiness. Thankfully that was not my experience. Instead, it created some fantastic comedy moments, which is why I give it a ‘+/-‘ rather than a negative. If you are going completionist then it could also be problematic because it is all about taking photos of all of the different breeds and behaviours. By the time I had finished all of the story requests my Puppypedia was pretty much full so it didn’t get in the way for me fortunately.

+ Stylistic Choices

The way the dogs move is hilarious. The lack of animation in their body is perfect. It isn’t something that I thought I would like, but when you enter an environment full of these goofy dogs, you can’t help but smile. Considering they are stiff as literal boards, they still have so much personality. Their faces and responses are animated giving them a lot of character, and each breed is instantly recognisable.

When you get photo requests from clients, each dog and/or thing that you talk to have their own little Disco Elysium style character portraits. This is another touch that didn’t have to be there but gave me a chuckle when I saw them. As much as I laugh at how silly the game is, it can also be beautiful. The art style provides for some beautiful backdrops, particularly the sunsets. It would be easy to see 5 seconds of footage and think that the lack of animation is ‘lazy’, but I disagree. It only takes playing the game for 10 minutes to feel the joy that the creators have distributed throughout so many different areas. Even the player character is an unexpected but light hearted surprise.

+ The Randomisation

The levels feature a specific kind of randomness. There are dogs in different scenareos and doing different things, but the breed that you get in each of those slots is random everytime you load up the level. The fact that the dog breeds are randomised means for more unique photo opportunities between players. Sometimes it can feel like you have hit a jackpot, having specific breeds for specific moments. Other times, loading back into the level can inspire a shot that you didn’t even consider before. This was a great decision to bring even more joy to a game already filled with it. It allows for a kind of spontaneity that you couldn’t manufacture any other way.

+ The Gameplay

This is a photography game that is actually about the photography. You arent going to be learning to use a DSLR or taking photo of the year, but everything in the gameplay loops back to it. The game is structured around taking photography requests in different areas. Doing so earns you money that you can spend on lenses, filters and other items to increase the tools available to you, allowing you to take more of a variety of photos. Exploring the environment will net you new toys, which you can then use to provide new interactions and yet more photo opportunities. A few other games feature a camera as a way of gathering collectibles, but it is often a means to an end. A way of cataloguing things as opposed to getting creative with the photos. This was the first of it’s type that really made me excited about taking good pictures, by giving me everything I needed to play.  The only thing I wish was that film wasn’t also tied to that progression. On one hand, only having limited photo slots forced me to not go overboard and keep them organised. On the other, I would have enjoyed the freedom of snapping away as much as I desired.

+ Using the Camera

I really like how easy it is to jump into the camera. Right click to open camera, left click for photo, mouse wheel for zoom, wasd to move and tab for menu. Nice and simple. If you need to open the menu right as you have got a shot lined up (for example to change your filter or lens) you can do it easily and the action freezes perfectly. You can view the scene while altering your settings and it is exactly how you left it, ready and waiting for you to close the menu to get your shot. I was very grateful for the pause as I would have missed many opportunities and it would have put me off using the filters if it wasn’t so easy.

+ The Extra Things

There are some fun surprises in the game. I am not going to spoil what they are but I appreciated the additions. The final level that I unlocked was the first level at a different time of day, and despite spending a lot of time there, when I went back there was something new that made me smile. They can be small details but they make the game feel complete.

One of my goals this year is to properly learn to use my camera. This game has genuinely made me more excited for this. I have tried having photoshoots like this with dogs in real life in the past, and I am so ready to try it again.

I want to express how sorry I am for judging a book by it’s cover, but I already feel forgiven by the warm love that I felt from all of the wonderful doggos on my screen. If you enjoy dogs, taking pictures, summer vibes, silliness and/or charm, then I recommend giving this one a go. A bite-size delight.

+ Atmosphere

– Bugs

+/- Jank

+ Stylistic Choices

+ The Randomisation

+ The Gameplay

+ Using the Camera

+ The Extra Things

If you would like to see more images check out posts Hot Diggity Dog and Gone to the Dogs in my Game Photography section!

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

A Noob’s Review – SUPERHOT

SUPERHOT broke me. It tried to break its way into my mind, but instead, it just broke it. Let me explain.

In case you don’t know, Superhot is a first person shooter. Anyone that knows me will be thinking ‘Noob? Playing a first person shooter? Wut?’. As it turns out, there is a little more to it than that. In this game, time only moves as you move. As a consequence, every move you make has to be deliberate and precise. Stay still and watch bullets moving towards you at a snails pace. Panic though and it’s game over as they speed up and hit you before you can blink. This unique mechanic allows the game to present as a corporeal puzzle game as much as it is as a shooter, which is ironic considering the incorporeal theming involved.

+ Innovation

This is a game concept that makes so much sense. Even if you have never thought about it in your life, you hear the explanation of what this game is and think “wow, of course, how come I didn’t think of that?”. And it works! There isn’t another game like it, at least gameplay wise. It is one of those titles that creates something completely new and showcases it to its full potential.

+ Aesthetic

What can be seen as a simple aesthetic actually serves to be a great asset in the gameplay itself. There are three colours. White, red and black. Red = enemies. Black = objects. White = anything else. This completely eliminates any visual clutter aiding even further in the idea that the gameplay IS the game. It is distinctive, it is thematically appropriate and it is everything that it needs to be.

– Hitboxes

The hitboxes weren’t quite as precise as I would have liked considering this can be a game about millimetres. It could be technical limitations, it could be a choice to be discourage using cover, but bullets being stopped in the air by an invisible corner is frustrating when you feel you have otherwise made a good play.

+ Fast Pace

Levels vary in length but they rarely outstay their welcome. The short bursts that the game gives you allows for going ‘all in’ – getting creative without fear as dying will only set you back a couple of minutes. This can go two ways. On one hand, you can bash your head against the level until you nail it. It isn’t a problem because once you have died you are already back in the game trying again before you even have time to finish any outbursts it may have brought on. As soon as you complete it you forget the struggle, feeling like the baddest ass in all the land. Or alternatively, you nail it first time and truly are the baddest ass in all the land.

– Difficulty Curve

This is where my troubles began. I would say the difficulty throughout the game is sprinkled. Naturally, it starts off simple, but there were some early levels that tripped me up in the same way as some later levels, while there were some later levels I did easily in one try. For some, this will provide an interesting pace. For others, it may be a little more frustrating as it can be difficult to tell if you are improving at the game.

The final level, however, is something else. It is long. Mercifully, it is checkpointed, but that didn’t save me. The previous levels contained more strategically placed enemies, highlighting the puzzle element that I mentioned earlier. This level though is – for lack of a better phrase – on another level. Personally for me, it felt different from all the rest of the game. Yes, it felt climactic, but also it lost a lot of what I enjoyed about the previous sections. I don’t want to say specifically why as that is spoiler territory, but my strategies weren’t working and I couldn’t find a set answer to get through it. This, sadly, marked the end of my Superhot experience. The frustration outweighed the potential pleasure of succeeding and I had my first ever on stream rage quit. As it turns out, I had been probably around 15 seconds from completing the game, but unfortunately I have no desire to return.

+ Story

I like the story this game is telling and more so the way it tells it. It is brief, it is memorable and it uses the medium well. As you progress an unsettled feeling creeps in and the further you go, the more it grows. It plays with ideas of control and reality, and it was always welcome to check back in at the pc every few levels.

Upon putting it down, I vowed never to go back to this game. As much of a shame that it is that it ended this way, I still had fun in the lead up. The short snappy levels were great fun and when something works out well, it truly feels superhuman. Punching an enemy in the face and catching their gun to then shoot them in the face isn’t something that you get to do very often and while it may be a novelty, it doesn’t lose its appeal for the duration of the game.

SUPERHOT wanted me to complete the game, so in a way, technically, the fact that I quit actually means that means I won. So with that in mind, to conclude.. SUCK IT SUPERHOT. I BEAT YOU.

+ Innovation

+ Aesthetic

– Hitboxes

– Difficulty Curve

+ Story

If you would like to see ALMOST the full game then you can here!

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

A Noob’s Review – Moonlighter

Moonlighter is a game in which you hunt for treasures by night, and sell them by day. Both of these jobs create two different modes which construct the daily flow of the game. The dungeons you pillage are randomized in a rogue-like fashion. The further you get into a dungeon, the more valuable loot you will find. Kill the main boss to complete the dungeon and unlock the next one, with a new biome and new loot. Throughout the journey you will be fighting creatures, finding notes and organizing your bag in order to maximize your haul. What is the catch here you may be wondering? Well.. If you die you lose the majority of the loot that you have collected that night. It becomes a game of deciding whether you dare go into the next room. There may be enemies that could kill you, but there also may be a healing pool or something worth everything you have already collected combined. Do you want to risk it all? Or are you satisfied to come back another day.

The second half of this game is managing your shop. Almost everything that you find is sellable. Your job is to figure out the optimal price to sell these items. Price them too low and you are missing out on valuable cash, but price them too high and they will not sell or customer demand for said item will plummet. The game kindly provides you with a book that updates automatically to allow you to focus on pricing up the new goods while quickly selling old ones. Another catch? A lot of what you find are also materials that you will need to upgrade your equipment, so you have to make some decisions – managing money vs benefit when it comes to what you sell. My advice? Prioritize upgrading every time. It makes a huge difference as you can spend longer in the dungeons, allowing you to bring even more valuable loot home. And thus, the loop continues.

+ A Good Podcast Game

My favourite thing about this game is that it is a great podcast game. By which I mean, once you are used to the mechanics and know what you are doing, you can easily put on your favourite podcast and listen away.

– The Combat

I am so hit and miss with combat that anyone would be forgiven for taking my opinion with a grain of salt. However, I found the combat to feel really clunky. Hitboxes were strange, it didn’t feel super responsive and I never really got the hang of it. The first thing that I did was rebound the controls (excellent feature I am always happy to see) to feel more familiar which helped some, but the further I got it never felt better. The only thing that helped me make progress was upgrading my equipment. Of course, that is to be expected, but I never felt like I was improving as a player. I was still feeling as frustrated by the end as I was at the beginning. By the fourth dungeon I ended up turning down the difficulty because I just wasn’t having fun with it. Granted, I am used to playing The Binding of Isaac where you can attack in a different direction than you are facing. You can’t do that here and I felt it a lot. It resulted in lots of running into enemies while trying to face them, taking damage in the process.

+/- The Progression

This being a pro or a con really depends on how much you enjoy the core loop. I did enjoy the loop, but I was excited to see how it was going to progress as I unlocked new areas and facilities in the town. Unfortunately for me, I didn’t enjoy the direction it took. The best way that I can describe it is – more of the same but with a few added annoyances. The dungeons and your gear upgrades all follow the same patterns with a couple of changes here and there. That was fine. It was the shop progression that I had a bit of an issue with. As an example, the larger your shop grows, new mechanics are introduced. One of them is a bird flying into your shop. You have to chase it around and catch it by pressing X. It startles the customers and everyone freezes until you catch it. The first time this happened was fine, but it happened around the same time every single day, with the bird flying in the same predictable pattern. It wasn’t a challenge or a delight. It was just a thing that happened to give you something to do and it didn’t add anything. In fact the opposite, it developed to be quite annoying. I do enjoy how the variety of customers grows as your shop does, but I hoped for more in the shop itself. 

+ The Ease of Use Features

Simple mechanics such as moving everything to and from chests, easily being able to pick up individual items or stacks, sorting via price, getting rid of items mid dungeon, automatically updating my price book, being able to see my price book easily mid looting, and having a wish list option that highlights crafting materials you need as you find them, were all very gratefully received by me. Often when I thought ‘I wish I could do this’ my thought was cut short because the game had already given me a way to do it.

– Valuing items becomes finicky

To create more challenge and variety, your book doesn’t store item price data if the item is in high demand when it is sold. That means that you can charge more than normal for profit, but the number doesn’t get saved. I wish there was a separate section for recording this data. In addition, it doesn’t save the price for certain customers. This can result in an attempt to figure out the best price of a particular item thwarted because some rich or interested dude bought it. This then gets frustrating becasue you not only have to remember the item and price range that you were working with, but find it again and try another day where it is just as likely to happen again. By the third dungeon I would say around 95% of my prices were not getting recorded and it was really frustrating because figuring out the price boundaries was my favourite part of the game. I loved testing the boundaries, slowly testing the maximum I could get without being too cheeky. This aspect was completely taken away due to the progression of the mechanics and instead turned into annoying robbers and just trying to sell everything as fast as I could. It improved slightly in the fourth dungeon but by then I felt defeated. It had me questioning whether my game was bugged, a question I still don’t know the answer to.

– Some Minor Technical Issues

Every time I pressed X – from entering a dungeon to reading a note – the game would switch my weapons. Which would mean I would run up to punch an enemy only to slowly shoot an arrow in their face because I didn’t realise it had switched. This isn’t game ruining at all, but it was an annoyance that added onto previous ones. I also had some chugging and framerate drops occasionally which felt a little strange in a 2D top down game like this.

+ The Familiars

You can happen upon eggs in the dungeons that after a few days hatch into little friends that aid you during your dungeoneering. I loved this addition. They were cute and had some legitimately interesting perks.

– The Notes

There are notes you can find throughout the dungeons and every time I found one I felt excited. They are there to give the player some hints and add some flavour. I just wish they were a bit more interesting. It didn’t take long at all for them to start repeating and I found them to be quite generic. Occasionally it would be a hint for something that I figured out 2 dungeons ago, and it just ended up feeling very disappointing.

Ultimately, the first couple of hours of was my favourite part of the time that I spent with this game. Where I thought it was going based on those first hours and where it actually went turned out to be a little different, which was unfortunate for me. My favourite part of the game was gradually made worse by strange mechanics rather than staying the same or improving, to the point that I pretty much gave up on it. I started my first few hours wanting to craft every weapon to the highest level, but by the end I was just trying to finish the game. It could be that it is just not for me, but what I really think happened is the niggles that I mentioned above wore me down. The later the game, the more niggly mechanics were added which added to the wear down. I think it is a fantastic, fun core concept for a game that was brought down by a few small things. That all being said, if you go in with the expectations set by everything written above then it is a nice game to keep your hands busy while you listen to podcasts.

+ A Good Podcast Game

– The Combat

+/- The Progression

+ The ease of use features

– Valuing items becomes finicky

– Some minor technical issues

+ The Familiars

– The Notes

If you would like to see my first few hours with the game then you can here!

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

A Noob’s Review – AI: The Somnium Files

I went into this expecting a visual novel akin to the Zero Escape series, a series that I have covered to completion on my channel. What I found was that the similarities are few and far between, and I think that if this is a visual novel, then it is on the very border of the definition of the genre. That is by no means a complaint. While a lot of the mechanical differences didn’t hit for me, the story (which has to be core of any game that identifies as a visual novel) succeeds in telling a thrilling murder mystery, in a world where the gritty, shocking atmosphere doesn’t get bogged down by the sci fi elements, but is rather enhanced by them.

+ The Story

Something that I think is important to note is that everyone may get a very different experience of the story depending on the choices you make. The game has a flowchart structure where you follow a route to completion, then go back and change your choice to see what happens in different scenarios. By the end, you will have the same information as anyone else, but the journey in which you got there could be vastly different. I personally believe I got all of the endings in an order that was specifically curated for my tastes (anticlockwise around the flowchart for anyone that is curious) and feel very lucky for doing so. Following this route, the story ramped up very far very quickly and I was hooked. The mysteries had me desperate to see what was going to be around the next corner.

Looking back, it must be some good story telling that it had me guessing so many theories. Some were close, some were mildly correct, and some were way off. Allowing you to have this variety of thoughts, and yet the actual answers being satisfying too is a credit to the writers. I think my favourite thing about this developer is the ability to allow your imagination to go wild, misguide you and leave you asking questions right to the end. They did that well in the Zero Escape series and they were successful here too.

+/- The Writing

While I was praising the writing of the story above, the writing of dialogue can go from great, to so annoying that I don’t even know why I am playing. The player character is a man named Date. Don’t get me wrong, Date isn’t the only one guilty of this. But obviously that doesn’t make it any better. It makes it worse, because you don’t only have to endure it from him but others too. I do like his character sometimes but it gets overshadow by how perverted he is. The occasional lewd joke, sure, why not. But every scene has something. Some have multiple, and it is just not funny. It comes across as juvenile to me and makes me grateful that I didn’t stream or record this game. That way, I could just roll my eyes and move on instead of having to take in what was being said.

+/- The Characters

The Characters are such a mixed bag for me. Some of them feel very over the top to be almost caricature-ish. It is impossible to explain why without spoiling the game so I won’t go too deeply into it, but Mizuki and Mayumi were great to me. Iris and Ota not so much.

+ AI

AI, Eye, Aiba. I had no idea what this game was about when I started. All I knew is that it had a title that made no sense to me. The game very quickly explains the deal with AI and I was into it instantly. I am very attached to my eyes – something happening to them is probably one of my biggest bodily fears – but I do think I would give one up if it meant I could have an AI. Also, her physical form is frickin adorable.

– The Somnium Puzzle Sections

Where the Zero Escape series had novel sections and escape room sections, AI has a little more variety. The bulk of the puzzle sections though are the Somnium puzzles. In these sections you are exploring various dreamscapes, investigating for clues and progress by interacting with objects. So far this sounds like something I would love, but it is completely ruined by the time mechanics. Every Somnium has a 6 minute time limit. Every action you do costs a certain amount of time. Some interactions give you modifiers that you can choose when to use (for example one modifier might make an interaction take exactly 30 seconds, another might make it take an eighth as long as it was going to). If you happen to get a bad modifier then your next action will take double time or more. At first I thought this could be neat. It is something new that I hadn’t seen before. But actually playing it doesn’t work on so many levels. Firstly, if I am in a dreamscape, that is super interesting! I want to be able to explore without consequence. Secondly, it is not intuitive which actions are going to help you progress, sometimes its something completely unexpected. Thirdly, what if I want to try out all of the silly interactions? Well if that’s the case then be prepared have to go through the convoluted retry system or start again from the beginning. If you do need to restart you can fast forward text, but that is no fun to me. In the end I gave each Somnium one try, then as I was running out of time I would pull up a guide because I found replaying so tedius. Finally, these puzzle sections are where the story branches happen. The trouble is that there is no way of knowing what interaction you make is going to take you down what path. Like I stated before, I am very lucky that I got the story in the perfect order for me, but that was literally just luck becasue I had no idea what direction I was taking things. In the Zero Escape series you make blind choices that lead to different paths, but at least in that game you can base your decisions on who you would like to spend more time with. In this one, you don’t even necessarily know you are making a choice till you have commited by interacting with a random object.

+/- The Other Mechanics

As I mentioned before, this game is more interactive than many other visual novels. What would often be a novel section in other games can almost be a point and click section in this one. You can look around your environment, clicking on everything and hearing comments from your own character as well as others around you. I really enjoyed this to start with, but it gets repetitive. I bet by the end most people are no longer clicking on the background objects. The problem is, they do throw in some new lines every now and again, but you never know when. So you either go through the tedium of clicking on every object due to fear of missing out, or you miss out on some character quirks and jokes. This section is also used to ask characters questions which I enjoyed.

There are some other sections too. This game contains action. And with action comes quick time events. These were fine. If anything I think I would have preferred to just watch the action rather than doing the QTEs. I am not sure what happens if you miss them so I can’t comment on that, but if you have to start the section again that would suck, it would ruin the pacing just as much as replaying a somnium does.

Finally, since you are a detective, there are interrogation sections. Unfortunatly there arent much to them, but I did like them none the less. You will be presented with a question and a few clues and you have to pick out the relevant answers. It is simple but it is nice while you are in the process of putting things together. If you choose the wrong one then Aiba will tell you, so there is no failstate.

+/- The Audio

As mixed as I have been with everything else, I am also mixed on this too. I don’t find the soundtrack very memorable. They did reuse some sound effects from the Zero Escape series which took me out of the game a little bit. There are occasions where you have to sit through an extended section of pop music and I was sat there like ‘oh my god, is this still going’. The best part of the audio though is that it is fully voice acted, and I think the majority of the actors did a great job. I enjoy hearing what each character sounds like as it gives them their own personality, more so than if I was just reading all of their lines.  

I have tried to be as spoiler free as possible because the less you know the better, but also I believe knowing the caveats in advance can help set expectations and should hopefully improve the experience for anyone reading. Despite all of the problems I had, I still recommend this game if you have the patience, because the mystery was great and I really enjoyed the story. I am curious if any of my problems have been improved upon in the sequel! 

+ The Story

+/- The Writing

+/- The Characters

+ AI

The Somnium Puzzle Sections

+/- The Other Mechanics

+/- The Audio

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

A Noob’s Review – PowerWash Simulator

Playing PowerWash Simulator is like using a colouring book. It is something mindless to keep your hands and a specific part of your brain busy while you are doing something else such as watching a show or listening to a podcast. I never intended on finishing this game but I have had a challenging month, and this game turned out to be the perfect white noise that I needed to get by. It has a very similar feeling to the paint-by-numbers game I play on my phone when I want to pass time without engaging my brain.

+ (Non-)realism

Upon cleaning my first van I felt slightly irritated. Bugged by the fact that this is not how cleaning works. I can be a very systematic person. I have a set way that I wash my dishes, and that is because cleaning is annoying and awkward and putting things in water doesn’t = clean. So imagine my confusion when this game allowed me to clean the windows of the vehicle before I did the roof. How could that be? Everyone knows the dirt would come off the roof and re-dirty the parts you have already cleaned. This was against the laws of cleaning nature and I had a hard time accepting it. I finished up my now squeaky clean van and got to work on a huge garden. Slightly overwhelmed, I started on the fences and worked my way around. But then while I was doing the fences, I may as well do the floor between them. But I hadn’t done that bench yet so I should probably do that too. Then it clicked. If this game had real life cleaning physics it would be unbearable. It would go from an alternative to colouring in, to absolute chore simulator. I thanked the game dev gods that it wasnt me making this game, petitioning to make it realistic. Instead, they took fun and convenience into consideration, which enabled my compulsion to do things in any order that made sense to me in that very moment without consequence.

+/- The Compulsionism

I found my rhythm by the end of the game. Go around the edges of things, then do the betweeny parts. The only problem with this – how do you ever stop. Everytime I splash a bit of water onto a new section, I feel like I have signed my soul to a soapy devil and I am now committed to finishing this piece. Do my edges, splash onto the next area, sign a new contract, rinse, repeat. It is very hard to stop. Some times it feels less out of enjoyment and more of a duty. Of course, this isn’t a problem with the game, this is entirely in my head and if anything, it shows good game design. Not being able to put a game down is often a goal in making a game and usually the sign of a successful one.

– Bugs

I had a couple of bugs while playing. One time I got stuck somewhere unable to move. Then there were multiple times where my ‘show me the dirt’ button wasn’t working. Thankfully all of these were solved by either leaving then re-entering the level, or restarting the game. Nothing too major, just little annoyances but I could never tell when they were going to happen.

+/- Navigation

The menu is generally laid out well. It is really easy to jump between levels in seconds should you need to. It is designed as a tablet which works well with the theming of a mobile business. You can use the menu button to get a list of things like ‘Shop’ and ‘Settings’. That was all very clear. What wasn’t as clear to me was how to change your clothes. Throughout your cleaning career you are constantly opening your equiptment tab to change the length of your machine, so often that you cease to actually see the menu. What I didnt notice is that within that tab there is a clothing tab. I only realised after a google search because I was near the end of the game and desperate to try on my new gear. I never actually figured out how to change the skin of my Power Washer until I purposefully reloaded the game to figure it out specifically for this review. It is a triangle on top of a tab and it is so easy to miss. Again, only minor things but they felt worth mentioning.

+ Game Modes

Career mode is the bulk of the game. You will receive texts from clients offering you jobs. Near the beginning you can often choose between two or three, but by the end it becomes one at a time. As you complete jobs you will earn stars which will unlock upgrades in the shop, and money that will allow you to buy said upgrades. When you are done with career mode you can use free play mode to redo previous areas with all of the shiny equiptment and unlimited soap supplies. Also, there are special levels that contain 4 novelty scenarios to clean. I wonder if this is going to be added to over time. Co-op mode is an option if you want to clean with your friends, or just clean you friends. Finally, there are challenge modes, including time challenges and water usage. I tried and failed a time challenge three times before I gave up. I am no speed cleaner but they are there for others if you are up for perfecting your power washing technique.

+ Story

Wait.. This game has a story? Actually, kind of! As you play through career mode you will recieve funny texts that may or may not be related to the job you are doing. Admittedly, I was so absorbed in my podcasts (Bonfireside Chat in case anyone was wondering) that I didn’t read them for most of the game. As I got to the final third or quarter of the game, things begun happening and the messages were catching my eye more and more. At this point, I was ready to stop. When I started flagging I went to trusty google to see how many levels were left, and seeing some of the titles of said levels gave me a bit of a second wind. True enough, I was then committed and had to see it all the way through to the end. I had to know what would happen. The game has a fun tone and it really works in its favour.

+ The little things

There was something so joyful about seeing something you have previously cleaned show up on a level. One example is seeing vehicles you have previously cleaned in the background of your current job. It happens more as the game goes on and consistently gave me a little dopamine boost.

+/- It’s a time sink

If I can loop back round to the intro, you can spend a lot of hours in this game. On one hand, fantastic. My time is filled without allowing and creeping thoughts or problems. Just keep washing. On the other hand though, where the hell did my time go? So many hours… down the drain (hur hur).

I think that is all I have to say about PowerWash Simulator! Overall, I finished the game. Considering I cleaned every inch of this world, I still feel so dirty that I put so many hours into it. Truth is, it is so much easier than cleaning in real life but has a similar satisfying effect. Trouble is, you then stand up from your computer and realise that there will always still be cleaning to do in real life. It served me well, but I am pretty happy to be hanging up my Prime Vista PRO for good.

+ (Non-)realism

+/- The Compulsionism

Bugs

+/- Navigation

+ Game Modes

+ Story

+ The little things

+/- It’s a time sink

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

A Noob’s Review – Hades

I feel I need to start this one with a disclaimer. Reviews are subjective. I am going to talk about my experience with the game as a person who doesn’t play games for their combat. People who like the challenge may disagree with what I say, as I have seen many people online say this game is too easy. I, personally, am not a god at video games. I can only talk from my own point of view, that this game can also be great for people like me, even if it does have its drawbacks.

+ The Premise

Alright, so Hades is an artistic, stylish rogue-lite based in Greek Mythology. We play as Zagreus – the Son of Hades – and we have one goal. Escaping the underworld. Everytime you die you are transported back home, which makes sense as that is where the majority of the dead end up sooner or later. This alone is such a fantastic concept. I love when game mechanics are tied to the story and I can think of no better set up for a rouge-lite. Throughout our escape attempts, our family on Olympus will offer us aid in the form of boons and this is where the classic roguelike gameplay factors in. Different perks combine in different ways to allow a variety of playstyles. Throughout our escape attempts – and eventually escapes – we get more and more story, be it characterisation of the gods, or directly talking to everyone back home. We also get more and more mechanics, including weapons to shake up your playstyle and difficulty modifiers, for better or worse. The best part of this set up is that death doesn’t always feel bad. In fact, sometimes I wanted a death just so that I could go back to the house and see what everyone was up to.

+ Aesthetics

At first, when I had only seen others play and not played myself, I didn’t love the aesthetics. Everyone was raving about them but I didn’t really get it until I tried it myself. You would think that the staple colours of red and green would shout Christmas. But they dont. Instead they evoke this regal hell. Rather than a festive cheer, it feels expensive and strict, yet also has a sense of home. The music is so good, everytime I start a run my head has to bob, it is perfect to hype you up for the challenge ahead. There is also diegetic music that is appropriately beautiful and evolves in fun ways as you go. The art in both the portraits of the characters and the movement itself is quite busy, but so unique. When things are busy sometimes my senses freeze up, but once I got used to it I really enjoyed looking at the details put into the characters. Then somehow everything also looks great when it moves. Overall, they took a premise that is already fantastic on its own, but then executed it so stylishly that it oozes personality.

+ The Voices/Dialogue

Before I was familiar with the game I heard a lot of praise for the voice acting. This was another thing that I didn’t really ‘get’ when I started playing myself. I don’t find them traditionally ‘good’. I do find them very stylised in a way that once I got used to it, I loved. As an example, lots of lines are read very quickly and don’t seem to pause in places that you would usually pause. Or there would be no gap between sentences. It felt very unnatural to me for a while, but in the end I feel like it becomes a defining factor in the style of the game. What I do love about the voices are the effects that are used on them. Some of the characters in the game are even beyond gods, and the audio designers did a fantastic job of creating ethereal effects that really characterise the way they speak. This, on top of the fun dialogue and the beautiful art, creates these very evocative and memorable characters, even if we do only meet them one line at a time. There is also so much dialogue. It will be a long time before you hear anything repeated. It is very impressive and a great hook to keep you coming back for more.

+ The Family Dynamics

Family drama is something that can be hit or miss. In real life, it SUCKS. But when that family are Greek Gods? There is something very enticing to be involved in the dynamics of these extremely powerful, extremely temperamental folk. I don’t know much about mythology in general, but I do know a lot of these characters are known for being petty, dishing out punishments, holding grudges etc. I do also believe they know how to have a good time. So having these colourful characters as our uncles and cousins and such was a rush. I didn’t trust them at all, but they so were fun to interact with. The family dynamics in the house are great too and you get to know more as you progress through the game. I really started to care and as dysfunctional as it is, some qualities shine through that you root for.

– The Difficulty Curve

Moving onto the gameplay itself, it is a very mixed bag for me. I am not that experienced with roguelikes but I do know that the more you play, the better you get. You learn the game and you improve. I did enjoy the process in the beginning, however there are certain blocks that felt like a huge wall to me. I managed to overcome some of them, but that doesnt stop them from becoming tedious. Without spoiling too much, the third area enemies often have a lot of armour and can respawn. It would sometimes take me minutes to complete a room. It was frustrating and boring. That might not sound like much but when you have been flying through the first area it feels like molasses. The same thing goes for bosses beyond the second area, I just don’t enjoy them. Thankfully, with every run you are collecting darkness and other items which you can use to upgrade your character. For me though, the satisfaction of coming back upgraded and getting further does not overcome the frustration of the halt of progress in the first place. (This may sound like I just don’t like rogue-lites. The only real point of reference I have is The Binding of Isaac, and I feel like that game moves a lot faster while also having more to think about, so there is less time to be bored). It is not a good feeling when over half of a run feels like a slog and I sometimes feel like throwing it because I can’t be bothered with the boss.

+ God Mode

God Mode is genius and I thank the Devs so much for including it. If you are playing for the story rather than the challenge, God Mode is an optional setting that can progressively make the game easier until it balances out at your level. Every time you die, you will gain a bonus to your damage reduction stat. Meaning enemies will hurt you less. You can turn this on or off at any time and it was a life saver for me. I played the game without it until I got my first clear. To get to credits you need 10 clears. I kept playing and playing but I wasn’t getting any more clears. Then the tedium mentioned above set in. I decided to turn on God Mode and it was the best decision I made. Two clears in a row and my enthusiasm for the game was back. After dying a few more times I reached the correct difficulty for me and got an 8 win streak. These weren’t easy wins either, it was just right that it was down to the wire most times. I urge you that if you are finding it tedious, getting bored, or doing a collect-a-thon, use God Mode. I certainly wouldn’t have got as far as I did without it.

+/- The Pacing

In a game with two distinct sections (gameplay during runs then story time and upgrading between) it was always going to be hard to pace it well. For a lot of people, the story sections ruin the pace of the gameplay. They are ready to jump straight back in but have to go around talking to everyone, breaking their momentum. For me, it was the other way around and play almost felt too long. I wanted to be back at the house for the next story beats and to upgrade my stuff. Based on those two types of players, I don’t really see how they could have a middle ground. It is not detrimental to the game, but it is a common complaint that I have heard and felt myself occasionally, even if it is opposite ends of a spectrum.

+ Other Objectives

There is a lot more to do than just clearing runs. These aren’t things that you have to do but are an option if you need something other than combat like I do. Some characters have side quests that you progress by gifting them items between runs. You can improve relationships, unlocking new dialogue and scenes. Then there are the Boons. If you are a compulsive list taker like me, collecting every Boon is so much fun. Some Boons require you to have other Boons first, and navigating that was a game that I enjoyed more than getting clears. I have officially collected them all and really enjoyed doing so. By the end, every fated choice (one you havent picked up yet) received a celebratory fist bump from me. There are also heat levels that you can unlock to make the game more difficult if you are so inclined. All of these things provide rewards that you can either put towards improving more runs, or buying house fashion.

I hope that if anything, this review shows that Hades can be enjoyed by many different types of people. It is very accessible as a first foray into the genre, while equally providing a new challenge for the genre savvy. While I don’t think it is a perfect game, I do believe it deserved all of the love, praise and awards it recieved. By the end, the game was leaving Game Pass so I was rushing to complete everything that I wanted to. I really don’t think this is the way to play. Chipping away with a few runs here and there after the initial addiction keeps the runs more palatable in my opinion. You can definitely have too much of a good thing! Having said that, it has provided me with many hours of entertainment and I will think back on it very fondly.

+ The Premise

+ The Aesthetics

+ The Voices/Dialogue

The Difficulty Curve

+ God Mode

+/- The Pacing

+ Other Objectives

I streamed my entire journey to my first clear!

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