lim_ak

So I guess that was the Xbox reveal. That was a thing I guess.

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A Little Bit Of: Strike Suit Infinity + Review

Waves in Space

My review is here! http://entertainium.org/pc/strike-suit-infinity-review/

But in short I enjoyed this game a great deal more than I did Born Ready's last game Strike Suit Zero. That last game had the major flaw of having some terrible mission design that sucked out so much of the fun that the good parts of that game have to offer. Infinity goes for just a pure combat wave based survial mode and as a result it's a good deal more fun.

It does still have some of the problems of the original, combat awareness and targeting still aren't ideal. You don't get a good impression of what's around you and your only warning that you've boosted into a group of enemies is you dying rather rapidly. Also the default nearest enemy targeting is also fairly useless, it prioritises selecting the objective usually favouring capital ships. You can change that so that it prioritises torpedos, or strike craft, but it's of little comfort having to toggle between them when what you really want is select the nearest thing trying to kill me. The default setup makes mines all but impossible to deal with and given that a mine hit almost kills you in one hit makes the default target selection even more silly.

Anyway beyond that it's probably one of the best space combat around, not a huge amount of competition in that space right now. But it's a good deal of fun and it's like five quid on Steam.

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A Little Bit Of: Monaco What's Yours Is Mine

Monaco's mischievous marauders.

Monaco is great. I still haven't had a chance to play it as a co-op game which is unfortunate. The game looks great, the greyscale blueprints compared with the coloured world provides a great contrast for you to know what's in your line of sight, as well as where various items and security systems are.

Music is also rather good, Austin Wintory the composer for Journey has made more wonderful music. It does a lot to pace your own mood from sneaking around in vents to the mayhem that ensues after you inevitably set off an alarm.

I really love how all of the classes have their own distinct advantage to the point that the all feel overpowered in some way. I found the locksmith to be my least favourite, going through locks quickly is decent because it means you don't get stuck behind doors and also makes for faster runs through levels but I just didn't find it as useful.

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A Little Bit Of: Monaco What's Yours Is Mine

Monaco's mischievous marauders.

Monaco is great. I still haven't had a chance to play it as a co-op game which is unfortunate. The game looks great, the greyscale blueprints compared with the coloured world provides a great contrast for you to know what's in your line of sight, as well as where various items and security systems are.

Music is also rather good, Austin Wintory the composer for Journey has made more wonderful music. It does a lot to pace your own mood from sneaking around in vents to the mayhem that ensues after you inevitably set off an alarm.

I really love how all of the classes have their own distinct advantage to the point that the all feel overpowered in some way. I found the locksmith to be my least favourite, going through locks quickly is decent because it means you don't get stuck behind doors and also makes for faster runs through levels but I just didn't find it as useful.

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A Little Bit Of: Monaco What's Yours Is Mine

Monaco's mischievous marauders.

Monaco is great. I still haven't had a chance to play it as a co-op game which is unfortunate. The game looks great, the greyscale blueprints compared with the coloured world provides a great contrast for you to know what's in your line of sight, as well as where various items and security systems are.

Music is also rather good, Austin Wintory the composer for Journey has made more wonderful music. It does a lot to pace your own mood from sneaking around in vents to the mayhem that ensues after you inevitably set off an alarm.

I really love how all of the classes have their own distinct advantage to the point that the all feel overpowered in some way. I found the locksmith to be my least favourite, going through locks quickly is decent because it means you don't get stuck behind doors and also makes for faster runs through levels but I just didn't find it as useful.

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A Little Bit Of: Evoland

Changing landscape.

Finished this one since I made the video, second half is decidedly less awesome. While the Final Fantasy style combat a fun nod when you run into it, it never really develops and there are way too many random encounters that it gets really annoying. There's probably a reason why it's balanced differently in modern games.

There's a Diablo style dungeon later on that is pretty terrible and I'm not just saying that because I don't like that style of game. It does sort of highlight how much work goes into making that kind of game not boring and tedious. It does sort of make up for it by having some pretty funny loot drops but it plays like ass.

They could probably have cut out a good hour of the game (the game is about 3-4 hours long) and it would probably have improved it a lot. It's a funny game to play because of the references it makes. But it does remind that the games it steals from does what they do so much better than Evoland ever comes close to.

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A Little Bit Of: Retro/Grade

Musical Missles.

Been far too long since I've made one of these. I have unfortunately been busy doing other things. Some of which was actually productive other things not so much. Lets see if I can keep up with making videos on a semi-regular basis, lots of cool things sitting on my PC that I'd like to play.

Anyway back to talking about Retro/Grade in many ways it's a straight up rhythm game with an interesting art style. But the choice to use a shoot-em-up as the backdrop actually works out really well. All of the shots that go into your ship are timed to the beat and while that's really good using that timing to also dodge the bullets from the left of the screen can be really difficult. Playing on a keyboard might also not be the best way to play the harder difficulties as demonstrated by my rather splendid failure at the end.

It's just very difficult to change between so many lanes using just up and down arrows, I suspect that it would work out pretty well if you did have a guitar controller but I don't have one lying around handy at the moment. I kind of wish that there was a bit more distinction between all the stuff happening on the screen. It gets very busy on screen very quickly and it makes it difficult to parse out what you need to be doing and that makes actually playing the notes on time in the right places harder than it probably should be. There's probably a balance between making a rhythm game shiny and flashy without making it so crazy but there's a little bit too much shiny stuff in Retro/Grade and it makes me wish they toned it down a bit in spots.

Hopefully I'll be able to get videos up in some sort of schedule again but it's hard to say. Lots to play and not enough time to actually try out all the stuff I want to.

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A Little Bit Of: The Bridge

Leap of faith.

While the game does make use of some optical illusions it doesn't make itself an integral part of the puzzle. This is mostly because the puzzles have been about the physics of the world more than the illusion of how do you manipulate the physics so all the pieces of the puzzle where you want them. The physics nature of it does lead to some awkwardness, especially when you're trying to get a key around the outside of a curve. Tilt too much and the key falls off into the ether and too little and it doesn't move at all.

I also wish that the character movement and the tilting was just a little bit faster. My annoyance with puzzles games is when you know the solution but it takes far too long to execute it. I feel like if the character was just a little bit faster it would have alleviated that problem I had with it. Unfortunately as with any about physics and puzzles that would probably affect the solutions to some of them so here I am instead just complaining about it.

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A Little Bit Of: Retrovirus

Scanning for targets.

Forgot to post this yesterday. Oops! Anyway back on topic, this is a bit of a weird game because there really isn't much like it these days. It's a call back to games like Descent where you play a shooter with full range of motion in all axes. The most similar game I've played in recent memory is Shattered Horizon. I really like their fake computer look to the game, the first level also has a pretty great fake Windows desktop to start the game off with.

The shooting itself is decent, I haven't got deep enough into see how many more weapons there are or how complex the upgrade system gets. But it does look like there's going to be some variety in there. Playing a few other shooters recently and there's an odd lack of weight behind the gunfire in Retrovirus, which while it makes sense in context of the game makes it stand out a bit from more modern shooters. Enemies being able to attack you from all directions also makes the concept of taking cover a little tough. I would've liked some way to mitigate damage that didn't involve just running into a pipe to choke point the enemies. Some of the combat spaces give you lots of room to manoeuvre in but some are fairly small which makes dealing with the more punchy enemies rather tough.

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A Little Bit Of: No Time To Explain

Raptor heads.

Well this is a rather big swing from the abstract Proteus. This is a platformer that gets away on humour, randomness and just general madness. Mechanically it's decent, it's not the best platformer out there. There isn't a whole lot of precision when using the gun to boost you to different places, usually the level design works to compensate for this but in a couple of places it asks you to do too much precisely without really giving you the tools to do it and it ends up with one or two really terrible levels. The same goes for checkpointing, usually it's great but there are a couple of instances later in the game where it's just terrible and just ends up being horribly frustrating.

On the flip side you end up travelling through time shooting a spaceship piloted by a giant crab. A shark that grows tentacles when you blow up it's tail and for some reason there's a side scrolling shooter with dinosaurs. It goes through each of these quickly and fluidly and it keeps up that pace of progression that you just kind of go with it. Suddenly being a bullet hell shooter, makes sense in the world of No Time To Explain.

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A Little Bit Of: Antichamber

Combine with equal quantity of chamber.

A game that has been in development for a long time. I'm sure there were some real doubts that this game would ever come out but it's out now and is rather excellent. It's kind of a really cool looking world, very minimalistic with bold single colours around the place. The soundtrack isn't standout but the ambient nature of it is really important at leading you on in the right direction as well as giving you information about this world that you're in.

The puzzles themselves haven't been massively taxing, but they all require a bit of a knack to it. You have to expect to try things and use what you've learnt before. The most important of which is don't trust what you see and that the space of the world won't be the same just because you stand in it. It's hard to say more without spoiling the game but you should go play this one. I don't know how long the game is, from the size of the wall probably longer than the timer of 90 minutes which makes me wonder what the heck that thing is on about. So yeah that's Antichamber, one great big mystery to mess with your head.

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