Showing posts with label Video. Show all posts
Showing posts with label Video. Show all posts

Starward Rogue: AuGMENTED Expansion. Mech Themed Bullet Hell Rogue Like Action From Arcen Games

Posted by: Jason Silverain / Category: , ,


Greetings and Salutations I'm briefly breaking my hiatus today with the hopes that I continue to produce more posts in the foreseeable future, though I am still in hospital undergoing cancer treatment and preparing for possible Stem Cell treatment.
Before I begin I wish to thank Chris Lee and those at Arcen games for providing this pre release copy of their latest expansion Starward Rogue: AuGMENTED.
For those of you unfamiliar with Arcen Games it is a tiny video games company founded in March 2009 by Christopher M. Park – CEO, Lead Programmer and Lead Designer, the company is best known for its real time strategy game AI War: Fleet Command though in recent years the company has undergone financial difficulty due to poor sales in its last two releases, TheLast Federation (an absolutely fantastic Strategy in my option and one of Arcen's best see my first impressions and review Here & Here) and Starward Rogue a scifi themed bullet hell roguelike combination set in the same universe and with the protagonist of The Last Federation.
While both games were of excellent quality their low sales highlighted one of the many issues small companies face through digital distribution through platforms such as Steam and how difficult it can be to advertise. This was especially true in the case of Starward Rogue which had the unfortunate issue of its release coinciding with a time when the roguelike genre was been flooded with low quality, low effort Steam Greenlight games which swamped the front pages of Steam.
Thankfully Arcen Games returned to their diamond in the rough with regular updates and content patches cumulating with with this latest expansion.

Available from January 24th 2018 for $6.99 Starward Rogue: AuGMENTED boasts a new floor type named the gold floor with unique challenges and rewards and in addition also has:
  • 4 new music tracks composed by Pablo Vega and The Overthinkers.
  • 3 new mechs: The Zephyr, The Paladin, and the Warhog.
  • 90+ new items.
  • 30+ new enemies.
  • 125+ new rooms.
  • 8 new room obstacles such as the pulse trap and the flamethrower turret.
  • 10+ challenge rooms, a new room type exclusive to the gold floors.
  • 6 new minibosses.
  • 9 new bosses.
If you'd like to learn more please watch the video below or continue reading for a more detailed review 


Presentation

Arcan Games have always simple “less is more” approach to sprite design which is heavily evident in Starward Rogue, each player mech and enemy has been designed with bold simple colours and thick outlines which really helps them stand out from the darker backgrounds and glowing energy bullets.
Whilst it gives them a simplest appearance artistically from a design standpoint it is an elegant solution to a common problem within most bullet hell games, even so each of the mechs really stand out individually and the various droids the player battles whilst having a unifying theme are quite unique with a minimum amount of use of recolours by the designer (about 2-3 with most droids). Though if I have one gripe its that several of the invincible turrets don't really stand out from the droids to a new player.
The most identifying feature about each droid are their attack patterns and the variety of colours and shapes that make up the various attack patterns, resisting the current tend of over the top effects and giant particle effects Arcen has once again kept things simple. Instead the neon glow of the bullets is a suitable level with the effects not extending outside of the hitbox (something that far too many game do), also Arcen have not limited themselves to the typical circles, lines and triangle type of bullets there are some very large and weird shapes that you'll find yourself running from.


Focusing once more on those aforementioned backgrounds the artwork tends to be better shaded and detailed than the interactive elements of the game giving them a somewhat cartoony appearance in compression which may put off some but to me was very reminiscence of the run and gun games of the 80s and 90s such as Alien Breed for the Amiga but with much clearer HUD design that doesn't interfere with gameplay. 

Again both these design choices seems to be focused on ensuring enjoyable bullet hell style of game play by minimising many of the common visual problems associated with the genre which I personally appreciated whilst playing. Believe me nothing is more frustrating in a bullet hell style shooter then dying because the bullets were not visible because they blended into the background or losing of the player character for similar reasons.


With only 4 music tracks for the levels (not including the boss battle theme) Starward Rogue did need some additional tracks, while the small number of floors for each run (5 & 7 respectively) did mitigate this somewhat it does become noticeable if doing several games in a row.
Starward Rogue: AuGMENTED addition of 4 more tracks is very welcome and personally prefer these new songs to the originals with EMT-ChillBronze been a particular favourite, but overall when playing you'll usually be too busy with the action to truly listen to the music and instead the rhythm encourages a fast paced style of play.

Gameplay

As you may have gathered from the review so far Arcen have tailor the experience of Starward Rogue to focus on smooth fast paced gameplay and the attention to detail really shows.

More insane than Boatmurdered is a claim not to be taken lightly
The controls are responsive and intuitive whether using keyboard and mouse or Xbox controller, a failure to evade is always in the hands of the player (or bad luck) and if a weapon is slow to fire then it is a purposeful property of the weapon. There is no artificial difficulty via slippy movement or button delay which is a welcome relief from some of the other examples of the bullet hell genre I've played, difficulty comes at less player health and fast complex bullet patterns. (Don't let the video fool you I was playing very easy mode and the enemy bullets are slowed at that setting.)
With the three new mechs the Zephyr, the Paladin and the Warhog bringing the total number of available mechs up to a total of 12, each with a unique set of abilities and level up options. Those wanting to challenge themselves will find plenty of new opportunities to experiment with play styles for these new mechs as each takes an existing play style and adds a twist to the gameplay.

The light armed and armoured Zephyr emphasizes fast gun and run game play ideal for speed runners, the beginning each level with a slew of bonuses that slowly tick down each minute until they are completely gone after 5 minutes forcing fast reactions and a rush to the boss.

The poster boy/mech of AuGMENTED the Paladin is another close range fighter to join the Flame Tank though its energy sword allows for greater range with its beam projection actually striking the enemy with the sword does far greater damage. Its secondary weapon is an energy shield to soak up the hits as you move in closer to engage and each floor you begin with an healing item however you lose 10% of your credits, making it difficult to save up for various upgrades.

Last but not least is the Warhog who sacrifices speed for attack power and begins play with a powerful shotgun, the ability to place a pair of turrets and a single missile launcher attack that grows more powerful with each missile collected before its ability of reducing all damage by 1 is taken into account. This allows the Warhog to steamroll its way through easier early levels however in the later game or harder difficulty settings where evasion is key to survive the Warhogs reduced speed makes surviving a difficult challenge.
This is not taking account of all the various weapons and upgrades that be found in the game, Starward Rogue already had an impressive array of available weapons and items and AuGMENTED simply builds upon this whilst also patching several of the more buggy items (range extending/reducing items have all but been removed).

I personally highly approve of the energy system that the game implements for its secondary weapons, in many shoot em ups special weapons are things to be conserved but in Starward Rogue the energy for these secondary weapons replenishes each floor which actively encourage experimentation and replayablity.
Likewise the new enemies and floors some of which were designed by Arcen games own Starward Rogue community all further this aspect which is Starward Rogues greatest strength though this does come at cost.
At its heart Starward Rogue is a very short roguelike favouring short gaming sessions rather than the long playtimes or endless grinds other roguelikes often prefer, only 5 floors of action or 7 once the game has been successfully completed three times. This one huge unlock contains lots and lots of new content within the game but then there are only a few other things with no visual feedback when the player finally unlocks them.
However this new content is most focused on additional enemy variants and the developers are on record stating “ That's something we'd like to improve in the future, if we can.” AuGMENTED fills the gap with its new golden floors and new challenge rooms but overall there are still a few weaknesses.
While the story for this style of game is usually a excuse plot Starward Rogues initially builds up to be something more, unfortunately this suffered from the funding issue during the development and now there is still no real plot or explanation within the game of Rodney or the monolith even to the ending which was lacking. The developers had expressed a desire to fix this with AuGMENTED if time and funding allowed but from my experience no development has been done however if sales do well I certainly see Arcen games returning to Starward Rogue to finally fix this detail due to their respectable history of support for their older games.
Overall Starward Rogue is a game that wants the player to enjoy the journey than focus on the finish, players expecting a grand epic of a roguelike may be disappointed by the lack of story detail and simplistic level system but those wanting a arcade style of play more reminiscent of the bullet hell genre will not be left wanting. This latest release of AuGMENTED really does help fuel the adrenaline fuelled action in this quirky combination of genres.
Pros
  • Well developed blend of genres taking best elements of the bullet hell and roguelikes while removing the worst.
  • Unusual genre combination (originally) and is still one of the best examples of the style to date.
  • Wide array of weapons and foes to test them on without the worry of ammo constraints.
  • Catchy fast paced music that suits the games theme and feel well.
  • Great for short gaming sessions.
  • Good modding community with developer feedback.
Cons

  • Visual style can be unappealing to some with its simplicity.
  • Story features not implemented due to lack of funding during initial development but may be patched in depending on success of latest release.
  • Due to point 2 completion of game may feel unrewarding for those wanting more beyond the gameplay.
  • Success can be luck based.
  • Level up system may feel primitive to those wanting or used to a more in depth system
  • Relatively short gameplay for each individual run with no apparent unlocks for completion of the runs (beyond unlocking a 7 floor run).



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Silverain Reviews: SakuraGame: Hell Girls

Posted by: Jason Silverain / Category: ,

Greetings and salutations over the last few years Steam either listening to its maturing user base (or simply motivated by money) has become slightly more lax in regards to more adult rated games that focus on sexual rather than violent content.
In this series of reviews I am going to be focusing on a small publisher SakuraGame (not to be confused with Winged Cloud who create the Sakura series of games), this small publisher has released a variety of cheap content of various genres ranging from simple erotica to undoubtedly a hentai game with quality wildly fluctuating between its smaller developer studios. 

Hell Girls is a R18 puzzle RPG created by SakuraGame that prioritizes match 3 strategy over speed, in a similar vein to other match 3 games such as Puzzle Quest the game is heavily focused around turn based combat by matching icons to perform certain attacks.
Coining a term from a fellow reviewer Athravan Hell Girls match system could be described more accurately as link & match in that you can make long chains of matches going in any direction with a simple premise of longer the chain, greater the effect. However simply creating a long chain is not enough each of the three available characters has a unique bonus that triggers from the special spellbooks that are created from long chains and often it is more tactical to make chain the length of the spellbook you need.
I certain agree with Athravans own comment that 'Making combos and setting up the board for something massive is genuinely entertaining', it adds a level of tactical depth to the match 3 genre that is often lacking. In addition each character is focused on a element and attack style theme with the ability to learn and equip various usable skills which add further options and variety, this also applies to the various mixture of foes who usually have 2 to 4 different methods of attack each making each monster encounter tactically varied and rather challenging when these monster types are grouped together in a string of fights in a single encounter.

Not all the mechanics are great however, the additional RPG element comes in levelling which increases your stats such as defence and damage as expect, as experience points are spent individually by each character while supporting varying ones play style it leads to a long grind for Soul and Money. It is also responsible for the sudden spikes of difficulty where certain encounters are simply impossible until the character has progressed several levels forcing you to replay levels even further.
Each level does have a series of typical challenges such as moves taken, items collected and number of enemies defeated so occasionally this does force a player back to these levels once their characters have developed to achieve a better rating. 
Further unlocks include alternative costumes mostly in the design of bikinis and other fan service outfits though each has its own powerful effect and downsides. There is no mandatory requirement to use these however and the default armour will serve quite fine.
The story in game is told sporadically and honestly rather badly if it wasn't for the steam store description I really would not know anything about it and even then it is rather vague:
Three mysterious families are blessed by the gods to give birth to girls with powers over fire, ice, and lightning every century.
Their powers are unknown to others, but they will be called by the gods to travel across Hell and Earth, slaying monsters to save the world from being swallowed by Hell’s corruption.
In game they have been referred to as angels by various NPCs or just hired as mercenaries by more eccentric ones. The little dialogue is cliché with cumbersome attempts to add sexual undertones and humour. One NPC I encounter was a budding alchemist who needed Orc 'fluids' with heavy suggestions that they fluid was semen. Given the (admittedly tame) fan service in the game I half expected one of the six images in the game to be of this 'collection'. Instead I was pleasantly relieved that after defeating the orcs she simply said thank you and taught my character a skill (though that adds all new questions of if these girls are the only ones with magic how are other teaching them magic skills).

Finally the visual in the game are quite good in all honesty, the 3d models for both the girls and the enemies are quite detailed with minimum clipping observed. The few scenes with artwork are of high quality but it is just a shame its all fan service and drives away more customers than it attracts.

Pros:
  • Good quality if cliche artwork and character design, with impressive 3d model detail for its production value.
  • Enjoyable and varied mechanics with various levels of customisation.
  • Art gallery options.
  • Reasonable game length.
  • Easy to pickup and play, no punishment for failure.
  • Energetic and upbeat music.
  • Variation on the match 3 genre.
  • Publisher gives acknowledgements to those who helped with the game.
  • Steam Cards and Achievements.

Cons:
  • Fan service is laughable and sadly stereotypical in design, too much and embarrassing for the average player and too little and tame for those looking for a more adult game.
  • Level grinding required.
  • Mechanics have variety but are rather shallow and many enemies are recolours with higher stats.
  • Sudden difficulty curves due to RPG elements.
  • Game occasionally forces you to play as particular characters against enemies that their playstyle is weak against.
  • Steam recommendations feed changed to focus on anime from playing this one game.

If you'd like to see more check out my video below:


If your looking for the decensor patch it can be found on the download page.


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Silverain Reviews: Cherry Tree High Comedy Club

Posted by: Jason Silverain / Category: , ,



Created by 773 Cherry Tree High Comedy Club mixes up the RPG Maker formula creating this RPG/Visual Novel crossover. Indeed Cherry Tree High Comedy Club is all but unrecognisable as an RPG maker game and is regarded as one of the most impressive examples of what the software can be used for outside of its more traditional game styles.

Comedy fanatic and high school student Mairu Hibisu has decided to set up a comedy club in her school, but the school rules require a minimum of 5 students to set up a new club and Mairu is 3 people short! Spring break has just started and Mairu has until the end of April to recruit the 3 new members she needs to start the club or her rival Chitose will have the last laugh! 
 Hard to believe this is a RPG Maker Game
The gameplay focuses on story through character interaction as you walk around town, meet people, and try to talk to them and make friends. Mechanically this is done by levelling your conversation skills in different subjects by reading magazines, attending talks or watching television/movies. Each of the 6 possible candidates that are introduced throughout the month the game takes place in have their own preferences in topics with some topics earning their friendship quicker while others simply waste the little time you have.
It should be said though that the conversation system is somewhat simple and in some ways quite unfair, the method of learning which topics are worth while for each person is down to a mixture of random chance through causal conversation (e.g. chatter that does not take time or contribute to friendship), educated guesswork from observing the various cut-scenes or simply using the option after which the result is recorded on the persons profile page in the options.
However as each major conversation option can only be used once per person other than the gossip option which can be used repeatedly (and is nearly useless) this information only helps in subsequent playthroughs, though the new game+ option is only accessible if a minimum of 3 people are convinced to join the club otherwise its a simple restart after 3 to 5 hours with none of the conversational skill levels or information gathered.


 I do like the various menus and huds in the game, the various comments often brought a chuckle
Speaking of skill levels even if you guess the favoured topics of your would-be members if the topics level is rather low you will have little gain in friendship making the most ideal method of play spending the early game addressing the additional minor needs such as completing homework on time, earning money while minimizing your fatigue level, and taking advantage of free methods of levelling topics before focusing on just 3 people to join the club.
The result of this is a average of 2 to 3 playthroughs to get the best ending where all six candidates join the club though as there is no player input to the story the player will be forced to repeatedly watch the same cut scenes and dialogue. 
The story isn't bad by any means, each character has their own goals and personal issues that they want to address but what stood out was that our protagonist Mairu Hibisu (or Miley Verisse in the westernised version) doesn't magically solve everyone's problems. In fact in most cases problems still exist but the various characters take their own steps towards fixing them, Mairu simply acts as a catalyst through her actions or occasionally a throw away comment that has a deeper affect than she realises. Its a nice alternative to much of today's story telling but does have the affect of making the game feel a little shallow and short with the Player an observer rather than having any actual effect.
For a game about Comedy and whose menus and descriptions are filled with small titbits of amusing descriptions the dialogue itself is relatively lacking in these regards in both the original and westernised versions with Mairu's outlandish behaviour often been used as a source of comedy (like most high school animes) but often falls a bit flat of the mark. In the westernised version is in the same vein as the Ace Attorney games more effort has been put into gag names and hand waving why obviously Japanese elements such as a shrine are in 'America' which might amused some players but personally this has always been a particular pet peeve of mine.   

Pros:
  • Nice visual art style through the game and a clear informative hud with lots of little details that contain much of the games humour.
  • Visually attractive and clear in design for menus and most mechanics are explained adeptly in easy to understand tutorials.
  • Unique gameplay, suitable for younger audience.
  • Choice between westernisation version and original names and references.
  • New Game + Option (if completed with minimum requirements)
  • Steam Cards.

Cons:
  • Music is short, lacks variation and obviously loops.
  • Average playthrough length dragged out by skill grinding, this is also made further problematic by the fact that certain conversation topics are far less useful than others and certain actions are quite pointless with little benefit.
  • Appalling westernisation version in spite of Ace Attorney inspiration.
  • Very little actual gameplay beyond "Go to location and select option" which quickly grows repetitive.
  • Very limited re-playability with the game easily completable in two playthroughs depending on which skills have been improved in the first playthrough.
  • Player feel like an observer to the character due to having next to no input on story events.
  • Money and items do not carry over in New Game +

TLDR: A wonderful example of what can be done with RPG Maker but with limited replay appeal and gameplay. Recommended as sales purchase.
If you'd like to see a more example of the game check out my video below:



Or alternatively the Lets Play can be be found Here


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Update: New KAMB adventure coming and Youtube Channel updates

Posted by: Jason Silverain / Category: , , , , ,



Greetings and Salutations.

First of all I wish to apologise to the slow update this month, the events of the last few weeks have been hectic for myself and its left me with little time to get into the mindset to really sit down properly.

However in more positive news I've almost completed another short Kobolds Ate My Baby Adventure which should be posted later this month, also with the complete slow down of news and progress on Chapter Master I'll be trying to take a look at a 22 year old unreleased game by DerrickMoore from 12bayforums:

Here is a game from 1994 I'm accidently releasing because I no longer have a computer that can run this un-released game.

It's the story of a half-company of Dark Angels sent to kill the heretic Nokar, a traitorous Imperial Commander.

 I really want some screenshots of the game, since I have no art from this game at all in my portfolio and it's one of the most important (to me) games I've ever made. (this game is 22 years old, and I beleave that I have the only copy and that if I dont get some screenshots, this art and story will be lost forever.)

https://www.dropbox.com/sh/rk0r2348g1i873x/AABOUA59pV99TCxUOVC5Dgxda?dl=0

so? can anyone run this, and get me some screenshots? anyone with the patience to, will be rewarded with the awesome full motion video Space Marine movie that plays in between levels.

there are 5 levels, Space-Orks, then Cultists, then Tyranids.... The graphics, well, think 1990s, 640x480 and only 256 colors in the whole game 

Meanwhile  I've also been updating the Youtube Channel regularly and have several Lets Play series complete including:

McPixel 



Missing Translation


Last Word


Finally due to Youtubes own growing problems I have been creating a back up of my shorter videos over at Daily Motion.



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Haxmonster Finds Himself Shuffling Aimlessly As He Explores Dead Island

Posted by: Jason Silverain / Category: , ,



I find myself trapped on a beautiful island, haunted by a terrible disease. Almost everyone has been infected and those that are, are unaware of the fact that they have become monsters. The authorities have sealed off the island to prevent the illness from spreading, for a breakout would surely be the end of the world. Barricading doors and windows offers no salvation, as the sheer size of the infestation lets it break down any obstacle. The only ones unaffected are the numerous zombies that roam the island. All others have been contaminated with the horrible plague that is the Australian accent. Be honest, I haven’t fallen victim to it as well, have I, mate?


Oh, what fun it would be to actually play Dead Island if it had really been about surviving the apocalypse of the bad accents. Unfortunately, until that game really comes out, we’ll have to make do with boring old zombie apocalypse and the game surely follows the standard undead survival scenario with dedication. It’s a four-player online co-operative game that, like a child trying to build a few sandcastles at once, is spread out across multiple sandboxes. The combat forms the core of the game and is mostly melee focussed and very much stat-based, not unlike the vast majority of MMORPG’s. The story keeps the cliché combo up by continuously alternating between the most common end goals in a zombie scenario, such as defending your home base, escaping the infected area or inventing a cure. So, as you can tell, with the possible exception of Left for Dead no zombie game is as formulaic as this one.

That doesn’t take away that Dead Island is certainly quite fun and is put together quite competently. Like in most zombie games most of your time is spent looking at a standing corpse while either shooting it or trying to smash it’s brains in and in this case we find a clear preference for the latter. Luckily, I can report that cutting through zombie flesh with big stodgy meat cleavers in this game is pretty satisfying, akin to popping bubble wrap with a pneumatic hammer. The fact that slicing a cleaver through an undead’s throat has a punchy feel to it and creates an orgy of blood and severed limbs might sound like an irrelevant detail, but I’ll say the same thing as I said in my Symphony of the Night review: it is the thing you will be doing for the vast majority of your playtime, so if turning enemies into Swiss cheese comes with some visceral joy then that, like the Swiss flag, is a big plus. 


That said, not every weapon is equally engaging to use. Machetes and knives pack a suitable punch, but batons often seem to hit way harder than their size suggests, which makes them feel like they have an invisible brick taped to their end. Mallets are very awkward to use. They have a thing in common with penises in that they are always a bit shorter than their owner likes to think they are. This led to many situations where I flung a sledgehammer a few centimetres before my target’s face as if I only intended to smash his nose off to make an impromptu Lord Voldemort replica. The game’s melee system also reminded me of that of Ride to Hell: Retribution and when that name comes up, that’s not a very good sign. The resemblance between the two games is that the kick attack is extremely overpowered as it knocks enemies down, can’t be interrupted, interrupts most enemy attacks and deals damage as well. Since the time they require to get back up again is usually enough to die of old age you won’t have problems dispatching most hordes this way, which turns a lot of the game into a ‘disabled kicking simulator’, which doesn’t pose a very meaty challenge.

The guns very clearly take a back seat, with no more than about five guns in the entire game. Ammunition is very scarce, so you won’t be shooting any other enemies than humans since they all use guns and therefore drop bullets. This causes the situation where all encounters with human enemies are firefights and all fights with the undead are melee-focussed. It’s a shame that this separates both combat styles. You can’t mow down zombies with your one or two guns because of a lack of bullets and you can’t beat marauding survivors to bits with a paddle because of an excess of bullets, in your guts to be precise. On the other hand, the game offers you a choice of four playable characters and this at least provides situations where the gun-focussed character is at an advantage, which at least gives the character system some use. 

 
To elaborate on the character system; the other three survivors specialize in knives, blunt weapons and throwing weapons. As I mentioned, blunt weapons are useless since you can’t estimate your range and the throwing weapons expert has his issues as well. He specializes in throwing regular melee weapons at the enemy and since you can’t carry more than twelve weapons or so at a time you can’t fend off more than half the walkers in an average horde. The other half will then have ample opportunity to select the tastiest part of your buttocks for consumption while you are busy looking at the floor to collect all those weapons again. So essentially, your choice is limited to guns or knives, with the deciding factor being whether you want an edge in the first half of the game, when zombies are the primary enemy, or if you want a lead in the second part, when there are more guns lying around than in an average Texan shopping mall. However, I played through the entire game with the gun specialist and noticed no drawbacks when I broke out the fisticuffs, so it can all be safely disregarded.

Beyond their questionable gameplay differences an attempt was made to give all four characters basic personalities, which are very evenly spread out across the spectrum of selfishness. These identities are almost solely conveyed through cutscenes which come across as a little weird when you play the game on your own. After all, they always involve all four characters even if they aren’t all present in gameplay. I like that the leads clearly differ a bit from each other as far as personality is concerned, but the problem remains that they influence the story perhaps even less than I as a reviewer influence the course of the gaming industry. Although a lot of events lead to bickering between the two more selfish and the two less selfish characters, they always decide to just go along with whatever other people suggest. They never make a decision that alters the course of the story. 
 
Also, their dialogues are more corny than the state of Iowa and entirely one-dimensional. Mister blunt weapons specialist has a problem in particular in that, in cutscenes, he always gestures as if he is receiving electroshock-therapy even though he maintains the tone of voice he could use to ask missus blunt weapons specialist to pass the salt. But what ultimately kills characters for me in Dead Island, beyond zombies I mean, is the horrible facial animation. Characters could be shooting the walking corpse of a former loved one, could be bleeding to death or could be sobbingly telling the story of a former comrade who sacrificed himself for them, they always maintain this dozy look in their eyes that suggests they are coming off anaesthetics. This, combined with the corny, exaggerated Australian accent, kills the game’s many attempts at making me feel sad for the struggling and suffering of the robots pretending to be human characters.

Dead Island: where the NPCs have less facial expressions than the zombies.

I’d better warn you that some very light spoilers are around the bend. Now that I’ve given it some thought, a lot of the story involves the four leads being led around by the nose by a large variation of secondary characters; a problem that also frustrated me in Grand Theft Auto V. For instance, on one occasion the game shifts to an entirely different mini-sandbox because of that one character who we ask to transport us to the ultimate goal of the game says: ‘I can’t take you there, but there’s this other place that’s totally not where you want to go, shall we just pop over there?’ And even without a reply from the protagonists that just happens then. At another point in the game we spend four missions just to please one other character so that he will let us through to our goal, but when we are almost done with that we get a radio call from another character, saying that we don’t need to help him and that there’s another route to where we need to be, rendering the past hour of gameplay pointless. 
 
For completeness’s sake I should probably elaborate on the fact that Dead Island is an online co-op game. I only joined a four-player game on one occasion and then I noticed that Dead Island shares a problem with Trove in that there is a difference between playing with someone else and playing alongside someone else. It doesn’t do the co-op much good that, like Trove, Dead Island is in the latter category. Besides reviving each other and exchanging items there is very little player-to-player interaction which means that, most of the time, all four players are simply all bashing heads in without interacting with each other. No characters or abilities exist solely to buff other players or offer some kind of supporting role. But as much as that damages the co-op experience, I like that it works this way because it allows the game to stand up to scrutiny when you play by yourself. You never really need others, so this gives the game some versatility. It can be co-op if you want it to be, but that doesn’t have to be the case.


Dead Island was developed by a studio called ‘Techland’, but it’s not quite an example of unparalleled technical prowess. Graphics-wise it looks a bit like the Call of Duty: Modern Warfare games. Everything looks like it’s shrink-wrapped in plastic and that there are very little small details. Some textures, like those on the big rocks that mark the end of the mini-sandboxes, are extremely blurry. Furthermore, the game makes very temperamental use of invisible walls. Often you can just shimmy your way through a lot of alleged obstacles, but not everywhere and sometimes such a barrier seems really artificial and unnecessary. Using the map to avoid the invisible walls is impossible since the only map is a satellite photograph which shows nothing since the world is filled with more vegetation than a three days old forgotten cheese sandwich.

Silverain here just to expand a little further on the technical aspects of the game, it is very poorly optimised and even computers that have far beyond the capabilities to run the game will experience slow down and the occasional sluggishness as it demands far more CPU power than it really should require. Case in point my own play through with Haxmonster (See Below) was forced short as the Dead Island would often cause my CPU to overheat.

So the game really discourages exploration and prefers that you just drive everywhere in a car. Cars make you nigh invincible since the zombies apparently never played GTA when they were still alive and can’t figure out that they can simply pull the car door open and pull me out. Of course they can damage cars but I got through the entire game without one car ever being destroyed.


You might get the impression that Dead Island is quite an easy game with the overpowered kick attack and indestructible cars and you would be completely right to deduce that. I could finish most of the game with only Silverain tagging along or just by myself. I am not even sure if ‘insultingly easy’ covers it. Zombies usually move very slowly, can’t open doors or climb ladders and, worst of all, there are next to no consequences when you die. You respawn mere meters from your death with all damage you did to zombies still remaining. All you lose is a percentage of money and using money is very much optional. You can pay money to repair or upgrade weapons but if you just complete enough quests, and you will since that’s the only activity in the game, you are constantly loaded down with better weapons to replace the broken ones. Speaking of optional, fighting zombies in it’s entirety is optional as well. Often you can just run past all zombie hordes and close a door behind you, which they can’t open, and you are safe for ever. 

 If you want to see Dead Island in action you can see me and Hax Monster roam the first few areas here.
 
But in conclusion I think it’s safe to say that Dead Island is fairly amusing, provided you skip a lot of it’s repetitive, dull sidequests. The central gameplay mechanic, the melee combat, is satisfying and I don’t really feel like anything important is missing from the formula. Running a zombie over or smashing is head in is a simple kind of pleasure, but it’s undeniably fun. So, if you still enjoy zombies at this point, disregard most of the previous things I mentioned and pick it up! 
 
Hang on a minute!

I think I’ve just realized something. As the opening paragraph of this review revealed I believe that zombie games as a genre are more dead than the walking corpses the genre is based around, but just maybe the developers of Dead Island feel the same way. Fighting zombies is optional; they are merely an occupational hazard that you can run past. The biggest enemies are usually humans. In the third act there is even an entire section where the game turns into Far Cry 2, and we find ourselves running through jungle slums wielding an AK-47, fighting a war between two small militant faction leaders with weird accents. Can we still call that a zombie game?

Suddenly it all makes sense! Time to submit it to the ultimate zombie-game test. I kept count of the amount of times Dead Island uses the word ‘zombie’, which one would expect to be quite a high amount since it depicts a zombie apocalypse. The final count, however, is around…
Three.
Maybe it’s about accents after all. Gud on ya, ded ayland!


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