A Robot Named Fight! (PC) Review

Developer/Publisher: Matt Bitner Games || Overall: 8 /10

Often times, nostalgia is controlled by a brand. You get droves of village idiots bickering over Star Wars and the proper way to make a Zelda game. Sometimes, though, you can have a love letter written to you, signed by someone else. In a way, that’s the best way to sum up A Robot Named Fight! in a metaphor.

From the title sequence, to the voice over, A Robot Named Fight! tries really hard to evoke the same feelings Super Metroid first did. This didn’t necessarily put a good taste in my mouth. I prefer tapioca pudding. However, almost immediately it earned the right to try to tug at my nostalgia strings.

Most folks that know their way around video games have either heard of a “metroidvania,” or have personally played one, but for the sake of being a contained resource I’ll outline that now. A Robot Named Fight! is, at its core, the definition of what a metroidvania typically is: the player controls a character in a 2D-sidescrolling environment, exploring rooms and killing enemies as they collect power-ups, abilities and equipment. Some areas require particular abilities to traverse, or require specific pieces of equipment to get past, such as a door that requires a missile to open, or an area that requires fire-proof armor. Typically, one item will allow the player to backtrack and find another ability in an area that was previously inaccessible, often with the aid of a map in some form or another. Enemies and bosses tend to be common hurdles, but the environment itself often demands a particular level of platforming skill to get around. There are dozens of bread n’ butter titles for this genre, but they tend to share a common trait: the environments aren’t randomized in any manner.

The twist for A Robot Named Fight! is that it’s a roguelike; the “item progression” and map itself is randomized whenever you start a new game, picking out from a pool of items you’ve unlocked from gameplay. Some runs you’ll have to get an upgrade to shoot switches through walls, other runs you’ll need to find their version of the morph ball, which happens to be a tiny spider, or rockets. You start out kind of slow and clunky, but most upgrades augment your walking speed, shooting and bullet speed and damage. In a sense, it’s a Super Metroid clone you can never memorize the map of. Runs, depending on completion of the map that spawns, take about an hour or less depending on the level of exploration, the items given to the player, and the enemies and bosses encountered.

The art style is an homage to titles of the 16-bit and 32-bit eras. The music and sound design is fitting, especially for the B-horror film plot line explored through the game (it’s very much a secondary aspect to the game, not that it’s a problem). There is very little A Robot Named Fight! does that I feel is underexplored or half-assed. The only thing I can even suggest is that I wish the map had colored doors for various progression blocks, but it’s a small grip considering the game’s content and obvious aims. There is little more you could ask for in terms an unofficial successor to Super Metroid.

 

Legrand Legacy: Tale of the Fatebounds (PC) Review

Developer: SEMISOFT | Publisher: Another Indie || Overall: 8.5/10

If you’ve never thought a developer, naming itself a dick joke, could make a faithful, competent, and actually fun “JRPG” then I’ve got a surprise for you.  And it’s in my pants.  Legrand Legacy: Tale of the Fatebounds coins itself as a “love letter” to JRPGs with a “fresh take” on turn-based combat.  In practice, it’s like jerking off JRPGs of the early PS1 and early PS2 eras and blowing their collective loads all over your PC’s hard drive.

During high school I became quite a big JRPG player and it has persisted until now.  Final Fantasy, Breath of Fire, Xenosaga, Persona, Legend of Dragoon, Chrono Trigger/Cross, Enchanted Arms, Star Ocean, Unlimited SaGa, Lufia, the list goes on.  I’ve kept up with my personal interest of JRPGs, exploring the Wild Arms series more recently, but its been a good four years now since I’ve really stuck with one through the end.

Legrand Legacy: Tale of the Fatebounds takes you back to specific time periods of console JRPG gaming.  Think of all of the titles that are released just as a new console comes out, with developers trying to get their first JRPGs out quickly; they are less about doing something new and exciting, but more about the basics of the genre and telling a fun story.  Legrand Legacy hammers this feeling right on the head, and while it’s admittedly a better-looking game than you might be used to from those time periods, there are so many callbacks baked-in from past titles.  So much so, that you just get a nostalgia overload for gaming mechanics being combined in one place and seeing it all just work out becomes a fun exercise in pointing out what came from where.  Practically every gaming mechanic can be referred back to another game, and while there are some modern sensibilities, such as a quest log for sidequests, nothing particularly “degrades” from making you feel like you’re playing a JRPG from the era it hearkens back to.  And, of course, the characters are also of very attractive design.  They really thought of everything!  Just don’t hump the mattress too hard, friends.

The biggest accomplishment for Legrand Legacy is that it is actually enjoyable, despite not really solving any of the problems JRPGs from that time period have in today’s gaming environment.  Combat is the biggest gameplay aspect; the battles are a bit slow, but you’re not “waiting” as much as you might be used to in this genre.  Turns are more phase-oriented, but a turn-order is not completely ignored.  The biggest efficiency increase is allowing for all melee attacks to execute at the same time, with spells “channeling” and being cast after melee attacks.  Most spells are channeled, while some will cast before melee attacks.  Melee attacks are also allowed to interrupt enemy spells, but you’ll have to use the Formation mechanic to prevent that from happening to your characters too.  Your “front row” is best served for melee characters, while the “back row” is typically better for casters/ranged.  Although enemy spells can still interrupt your back row, you are more reliably able to cast spells there.  There is also a slight stat re-balancing from placing a character in a certain row, reflected in having less attack but more defense in the back row, and the opposite in the front row.

You are allowed three active characters during battle, but are able to switch them out like in Final Fantasy X.  I’ve always sung the high praises of FFX being the best traditional turn-based system since it opens the ability to use all of your characters during a fight rather than only being able to switch out of battle.  It always annoyed me when I’d have so many characters but didn’t have any reason to use them.  Though, in Legrand Legacy, when switching characters from the “Reserve” they are able to act in the same turn as well, but may need to move from the front/back row to properly work for your strategy, which does cost a turn.

The major aspect of defeating enemies is the Persona-like elemental weakness/strength attribute system where using particular attacks/spells deal more or less damage.  Although not as intuitive/fast-paced as Persona is, Legrand Legacy‘s spell-casting system, known as “Grimoire,” is akin to Chrono Cross with no mana cost and assigning the skills to particular slots.  You can use your Grimoire skills as often as you like, with no cooldown or mana cost, and their effectiveness mostly relies on the enemy’s weakness/strengths.  Similarly, items are assigned to slots and you’re not able to use your whole item list, forcing you to strategize about the item spread.  Grimoire heals are not particularly overpowered, actually healing less than items, so the decision between attacking and healing, and how to heal is a thing.  This isn’t typically a dynamic that is present in JRPGs, at least in my experience, since it tends to be an out-of-battle-only mana-management exercise.  In Legrand Legacy, however, the only way to heal out of battle is by using items, which are all percentage-based, giving them longevity in their usefulness.  Learning of new Grimoire spells is reliant on the way you build your characters with stats as they level; while they basically force you to go in a particular direction, how you get there is up to you.  Character builds are intentionally not diverse as a result, but having control over the path allows you to aim for particular spells before others.  I have yet to see a dick-themed spell, but anything is possible late-game.

The combat interface is reminiscent of Xenosaga in a sense, while being as functional as a typical Final Fantasy game.  Unfortunately, that means you menu hunt a bit more than you feel like you should, and it would have been nice to add “shortcuts” to your favorite spells on the main interface layout rather than having to go two levels to repeat the same skill over and over.  Also, for some god-awful reason, they decided to allow for the directional buttons to confirm your choice of spells after highlighting them, which I constantly accidentally hit since the Xbox360 controller’s D-pad is ass.  This made me find out there is no way to customize any controller inputs and stop that from happening.

Most actions require the same QTE game to be played for each character, a call-back to Legend of Dragoon and Final Fantasy VIII to a certain extent.  There is a circular wheel with a quadrant highlighted; if your dial is timed to land inside of the highlighted quadrant then you are good, but getting it in a small sliver allows for a “Perfect” execution of the skill, allowing for bonus damage or a lesser chance of being interrupted if it is a spell.  While it is simple, quick, and not particularly annoying to execute, it does demand that you are actively paying attention during an entire fight.  If you don’t play the QTE game or fail it, your characters will all miss.  One of the niceties of this genre was being able to plug in all of your commands then walk away for a couple seconds and do something, but in this case it’s not something that happens.  Related to your normal attacks, your characters will slowly build up an AP gauge which allows for a special attack that deals devastating damage.  The gauge will only fill up based on offensive attacks, so if your healer is just healing all of the time, she won’t gain anything.  The numbers that fly around for damage are also a bit confusing because there are a variety of colors that can appear, and since many attacks go off at the same time, you don’t know which numbers belong to who.  Considering the weakness system is important to master, this lack of information doesn’t make it easy.

The AP gauge is important to fill up before hitting up a boss, which can be accomplished while you are in the middle of a grind.  Yes, unfortunately, you will have to grind for just about an hour in each dungeon before fighting the end boss, and that’s after figuring out the puzzles.  There is also a bonus boss in each zone, which is usually about equivalent in difficulty to the story boss, but for the sake of convenience you should defeat it first since you may instantly leave a dungeon in the course of the story.  There aren’t any random fights, but it’ll be a challenge running away from the black eyeballs that represent enemy encounters in the dungeon.  They respawn very quickly while you’re in the same zone, so it hardly seems relevant that the fights aren’t random.  It’s also very hard or impossible to avoid them all, so the point of having generic black shadow eyeball enemies on the map seems a bit redundant.  There are also extra sidequests, maybe one or two per town, that will grant you XP after finishing a task, so it can help with bypassing the grind.  I’m not particularly against grinding since you really get into the intricacies of the battle system, so the “about an hour per dungeon” seems just enough to get acquainted with the area and master challenges the enemies present before moving on.  Plus, the bosses will cut your dick off and you’ll get a game over if you don’t grind, so there’s that.

The inventory system takes on a Star Ocean-type crafting system, but for weapons and items rather than cooking.  You’ll collect all sorts of loot from enemies, who never drop actual money, but only items you can sell.  This loot can then be used to craft healing items, offensive items, and weapons.  Encumbrance is an actual thing in this game, so you won’t be able to run around and grind infinitely — you’ll have to visit a town and store away all of your unused items at a vendor.  Unfortunately, the game does not allow you to access your storage for crafting purposes and you have to have it in your actual inventory to use for crafting.  You’re still able to walk really slow while encumbered, so instead of picking and choosing, it’ll be less effort to just take everything out, craft your shit, then throw everything back in.  The same goes for weapons/gear/dildos — you’ll only be crafting these items and nothing will drop in the field.

While the cutscenes look like shit, the in-game art-style is actually quite faithful to late PS2 visuals, most notably Final Fantasy XII.  However, they go for a “pre-rendered background” look like you would have seen in, say, Final Fantasy VIII.  Instead of CG, they exclusively use painted backgrounds with some in-game art/elements overlayed on top.  The painted backgrounds all look very nice, but depending on the perspective it looks way too obvious that the main character, Finn, isn’t actually “touching” the ground; the shadows the character gives are also a dead giveaway on the dungeon/world maps.  The purpose of pre-rendered backgrounds were to supplement the art to make it not look as crappy all of the time, but they seem to have gone too far in that direction and replaced many things you would typically see “in-game” with the paintings.  This is so they didn’t have to spend time modeling things like furniture or barrels.  There is some exploring of towns, but they are segmented into selectable areas, reminiscent of Unlimited SaGa, though I’m sure there might be a more comprehensive analogy to make here.  The areas are physically explored in similar fashion to Final Fantasy VIII, with a static camera.  Music and sound effects are also quite faithful to the genre, with the music being a highlight, in terms of variety, as each zone has its own song.  You’ll also hear voices of the characters during battle.

The main character of the story, Finn, looks like Ryu from Breath of Fire, with blue hair, a “secret past,” and “loss of memory” to boot.  And probably the same 10 inch dick!!!!  DAMN!!!  However, I was surprised he wasn’t a silent protagonist.  Unfortunately, he breaks his character too often to be believed as a memory-less blank slate like they initially pitch him to be, and I wish that they went the silent protagonist route instead.  The script dialogue tends to overstay its welcome a lot more often than I’d like — typically I get the point within two or three dialogue boxes, but then they continue the conversation on the same point for another five, or ten dialogue boxes.  Perhaps it has something to do with the English translation as the game is being developed in Indonesia?  I can’t tell.  There are no voice overs either, which may or may not be good, considering they could have been forced to cut back on the dialogue if they had to actually go through and record all of the extraneous dialogue that seems to happen more often than I’d like.  Most of the other characters are designed to look like anime characters and have “live 2D” reaction pop-ups to signify who is talking.

The story itself feels more like a western fantasy “prophecy” story, with some southeastern Asian designs to enemies, which isn’t completely unheard of in the JRPG genre, but it is a bit of a diversion from what I expected it to be originally.  Generally, the idea is that the female character Aria is some sort of chosen one and has to assemble a group of random people to become the “Fatebound” and stop a Hell-like dimension full of evil Fur Bolgs from invading their world and to stop all wars.  Perhaps this is reminiscent of the first Wild Arms‘ story, but I’m unsure at this point.  Finn, the “player character” is essentially relegated to side-character in the beginning of the story rather than being the main influential character which is perhaps reminiscent of FFX where Tidus is just “along for the ride” but ends up taking a very important role later.  At about 15 hours in, the dynamic is still unchanged, but the story hasn’t delved into Finn’s forgotten past, so it could go any direction at this point.  I suppose as an Easter Egg of sorts, the lead game designer inserted himself as a traveling information guide, telling you about the city you’re in and introducing more lore outside of the confines of the story itself.  I’m not entirely sure if this is vain or not, but I suppose it may as well happen.  He keeps giving Finn some nuts, and I’m pretty sure it’s another cleverly disguised dick joke.  Randomly popping up are plenty of what I assume are Kickstarter name lists/wanted posters/character names or whatever, cause they look like internet names that don’t fit in the universe.

Legrand Legacy: Tale of the Fatebounds is squarely aimed at millennials who grew up on these sorts of games and are willing to dive back into it for one last romp before they go impotent.  I’ve definitely written way more than I ever thought I would for this game, and considering it’s something I actually want to finish, I’ll be putting a lot more time into it.  There will perhaps be a postmortem on the story at a later point if it ends up being something worth talking about.

 

Squacklecast Episode 33 – “Star Wars: The Last Shit I Give”

This episode has it all!

Self-reflection!

Net Neutrality!

Justice League!

Star Wars: The Last Jedi!

Fuck my life!!  I thought this year was supposed to have good movies!  Instead we just got fuuuuuuuucked.  Fuck you Ajit Pai!  Fuck you Rian Johnson!

Go watch Blade Runner 2049.  It was the only one worth watching this year.

 

Station, The (PC) Review

Developer/Publisher: The Station || Overall: 6.0/10

The dude that brought you the rare flash game “Cat Attack” and the other dude who made a local pizza restaurant’s online delivery form come together to bring you The Station, from developer The Station.  I can’t tell if the company name is just lazy or if they are the gaming-equivalent of a musical supergroup that makes one album/song and that’s it.  This needs as much explanation as the goop that is left over in the microwave after making Annie’s Macaroni and Cheese.  I NEED TO KNOW!

The premise of The Station is that you are a “recon specialist” on your way to find out what has prevented a large traveling space station from accomplishing its mission.  The original mission is to study and observe the first intelligent civilization that is found in the universe — the ripple being this civilization is in the midst of a “civil war” so the home government is unsure of how to present themselves to this new race, or if they present a threat.  Their plan is to send three idiots stalwart members of society without putting them through a vigorous psychological screening process on this important mission, and of course lo and behold something goes wrong.

As the “recon ‘specialist'” you are not-very-urgently trying to figure out what is going on with the lost crew.  No real attempts to communicate occur, as the recon specialist takes their “recon” occupation to heart.  You will walk around, look at things, read things, fiddle with switches, take things out of boxes, and put things in other things.  You’ll also listen in on “augmented reality” conversations that have been left over by the three staffers on board as you slowly realize that none of them should have been sent on this mission.  Oh, did I mention that three people might be dead or dying and there is no sign of them the whole time?  At the end of it all once you figure out all of the ins and outs of the mystery, it’s the most competently underwhelming game story I’ve experienced in a while.  I saw the twist coming a mile away, but I was holding out hope that it wouldn’t be something so obvious, though it was “disguised” cleverly enough along the way.  At the end, it went even further in the direction of “cliche” and it ended up feeling very pretentious with a blunt political message.  The passive aggressive melodrama playing out in audio-only was not particularly enjoyable nor relevant to the greater “mystery” at hand, making me not particularly care about their fates and even hoping for their deaths.  It also didn’t make sense why people’s dirty laundry would be floating around in augmented reality orbs for others to listen in on.

Technically, the game is competent as a “walking simulator.”  Any of the “lack of gameplay” this title exhibits gets a pass since that’s just the genre it’s in; it achieves what it strives for.  The puzzles are not too complex, but can be challenging if you aren’t good at remembering the differences between similar symbols (which by the way is the worst way to realistically organize/configure anything).  Not every puzzle or room needs to be explored to complete the game, and you can easily miss something on the first go around.  There is one small room that I opened up on my second play through, and I was unable to figure out exactly how to get into one of the character’s lockers due to an incomplete puzzle hint.  There’s also another section I was unable to figure out how to get in at all, and still don’t know how to get in.  It’s also possible I missed more and just didn’t “notice” it was something I was supposed to try to get into.

The graphics are a lot better than they have any right to be.  There were a lot of random doohickeys and items to look at before you threw them away to the side.  “Set design” was interesting and varied and the space station felt like one, though small.  The sound design is very well executed, and brought up tension levels when needed or provided the feeling of the ambience required.  The game lasted only about two hours, which can be a drawback if you are looking to spend at least a little more time utilizing the things you learned during the first thirty minutes to an hour.  I spent about half an hour after the game ended trying to get into places I didn’t see the first time around, but lost interest after that.  There weren’t any technical glitches or issues with frame rate that detracted from the experience.  The only way the game could have been longer was if they forced you into every room somehow, though at the same time the parts of the space station you explore feel a lot smaller than they look from the outside.

Despite being really down on how the story turned out, it was a generally pleasurable experience once my expectations were tempered in the gameplay department.  Observing and soaking in a well-crafted atmosphere has its value if you enjoy doing so.  Though I don’t usually play this genre, it really leans on its writing/presentation for the goods.  The story really needed to be executed well, and while you could say it technically was, it felt more like a prologue to an actual story, and not a complete one.  The muddled political message didn’t exactly elevate the story either.

 

WoW Chat #25685

Note: “DBM” is a popular add-on in the game that most people have and most people know about.  It helps with raids and has other quality of life options for the game in general.

Cloned: Thanks blizz, for forcing me to watch a cutscene ive seen 8 times,  and not letting me ESC out, and missingi my 40 min queue pop. Fuck you Xera

davepoobond: someone doesnt have DBM…

Cloned: whats that

Myuuse: lol

Stormclaw: …

Cailirath: delete now bro

Myuuse: Did you just join WoW?

Cailirath: I think the real question is why is a dk not tank queing instead of wasting a plate class

Phatgrillz: yo why are sky golems so expensive now?

Cloned: oh sorry, im not some mega nerd. that modified my WoW Ui, to look like some spaceship taking off

Cailirath: idk lol the mats are still cheap as ever

davepoobond: “mega nerd”

davepoobond: you’re just a dumby instead.  guess thats worse

Cailirath: want some ointment for that burn?

Cloned: oh sorry, i dont make my WoW gtaming experience, like im working for NASA.. sorry im one of those normal ppl that understand this is just a game

davepoobond: literally no one has the issue you are having because we are smart enough to have a required add-on

Myuuse: DBM is a simple mod that fixes dumb shit and assists during dungeon and raid fights

Myuuse: it doesn’t overhaul the UI or anything like that

davepoobond: it has nothing to do with making the game look like a spaceship

davepoobond: what a weird analogy

Myuuse: Don’t talk shit when you very clearly don’t know what you’re talking about

 

Myuuse: You’re just making yourself seem like even more of an idiot than your initial comment made you seem

Cloned: oH sorry, i dont bust out graphing calculators, and spreadsheets to determine how much damage i can potentially do

davepoobond: no one does that bro

(In Guild Chat) Dusk: he starts every sentence with OH SORRY

Cailirath: normal people have dbm

Stormclaw: It’s a good thing he isn’t in a spaceship or there’d be another challenger incident

Myuuse: DBM’s purpose is to make sure you don’t stand in fire

davepoobond: OH SORRY I DONT USE LIGHT TO SEE THINGS IN FRONT OF ME

Cailirath: Im guessing he does

Myuuse: He absolutely does

Cailirath: hes probably that dps standing there blowing cds on trash pulls

davepoobond: I ALSO DONT USE UNCLASPED BRAS OR BOTTLES OF WINES

Cloned: oh sorry i dont modify my WoW UI like some sociopath, so that it looks like a spaceship taking off… u know to some people, this is just a game

Cloned: sorry i dont bust out graphing calculators and spreadsheets to determine my DPS acceleration

Mightydwarf: How to spot a shitter

Cloned: yeah im shit, because i play WoW for fun… not like some mega nerd, that thinks WoW is like working at NASA, when they install 10 million addons

davepoobond: you are an anti-science cretin.  what is wrong with NASA

Cloned: there is a reason there is a stigma against WoW players, and its from sociopaths like him  that Call everyone shit, if they didnt modify their UI to determine complex equations about DPS

Cloned: and then he tells the casual players to Delete and walk away from the computer…. THe irony is that he needs that more than anyone

Kynsae: No, im pretty sure the stigma is that people will choose raids over real life, play all the time, and generally talk nerdy

Whicket: yo whats an addo

Cloned: its something, that you install when you lack skill

Whicket: so the fact that i install an addon to mash my bags together or see my dps means i lack skill?

Whicket: well fuck me silly im uninstalling

Tormentous: once you uninstall them your skill will increase like crazy

davepoobond: why do you hate NASA

 

I Am Famous

Wow, the real Sofia Vergara sent little ol’ ME a friend request on Facebook!  She’ll need more than a sultry Facebook photo and lack of anything substantive on the profile to get me to add her, though.  Keep losing with your hot pictures Sofia, maybe next time.

 

Ridiculous Spam Mail #25669

Subj:    HI DAVE!!!!

Date:   12/22/00 8:58:00 PM Pacific Standard Time

From: maeve2000

To: davepoobond

Hey Dave, how are you doing? I hope well. My name is Maeve and I was just checking out your profile on yahoo, so I thought I’d write. Well let me tell you a little about myself. I am 24 years old and have a job in the construction industry, but I don’t do much hard labor, I am an on site assistant manager that supervises different developments around the country.

Anyway I am always travelling because my boss likes to keep me out on the jobs instead of in the office since I am young and flexable with my time. I am sending you this message because I will be working on various projects throughout California for the next 8-10 weeks depending on the time it takes to get these project’s done. I can tell you that I am about 5’7 and single with a rather attractive body I think.  It would really be nice to meet a person here that could show me around the town because I am totally lost and really don’t do much with my time when I am not working.  I really don’t need to do anything that special to have a good time out.  I can have fun just going out and having a few beers or watching a movie. Plus it is always nice to get out of the hotel I am staying at near the airport and see what different towns and people have to offer.

Well I hope you don’t get the wrong impression about me, I am not looking for a serious relationship right now,  but sometimes the company of a man is needed from time to time and I am not totally close minded to having some sexual fun. Don’t think that is all I am about because I am a clean woman with morals it is just that I am human like everyone else, and I am going to have some fun while I am young and single.

Last but not least to say, I have just a few pics of myself that a girlfriend took of me and I think they look great. If you want I can send them to you so you can get an idea of what I look like. Hope to hear from you soon.!!

CAN’T WAIT TO MEET!!   MAEVE

 

Quote #25668: Talking in the mic

“But new day Dole walked faster bastard bastard bastard bastard I can like halo you sock soccer soccer the sock and sought soccer sought to the socket socket soccer sought to the socket socket and button uday Dole walked faster bastard basta best

Enter

Messrs. Backspace that at that and an ten ten ten ten then then then that in But at But the prop of that, but Pope, ,.  Zero nine eight seven seven six and 54321 supply goal notebook gates of dell Galvin that’ll back”

– davepoobond, talking into one of those text to speech programs like 15 years ago

 

Quote #25667: A note to davepoobond

“Davepoobond – stepdadpoobond, me + mompoobond are at the movies.  We went at 5:10 + should be back well u no!  Dont get mad because we were at the theatre getting the tickets 4 tomorrow + decided 2 go + see 1 today….we didn’t want to buy a ticket, + find out u cant come.  halk later!

– everyone”

– sisterpoobond

 

Mr. Burnfur’s Grading Scale

Mr. Burnfur’s Grading scale is really the worst you could see, he makes it so that people that aren’t in shape have to work harder but still get less points than people that are in shape that do the same work and the same effort, but get more points, in P.E.

At one time in the year when our grades were posted up, half the class had over 100%, one even had 150%, while one person had a negative 3%. Who knows how the hell you’d get negative 3%? It didn’t even exist until Mr. BurnFur posted those grades up.

 

dustbusting my keyboard again

.0=”k,9mn77bh666665f444444444434444444441111111111“““`                                   +459———+61

1+87ffffffdc4ee31~~~“1      111112aaa66666666666666666yuuuuuuuuuuuuuuuuuuuuu   =–09999999m88888jjjjjnuuuuuuuuuuuuu;;upiojQFRRRRRRRRRRRRRRRRRRRYUTIUKTP;UUUUUUUU

++++++U++I][0P\][>K’/HHHHHHHH.JMFCSHXXXXAz       xv                   nnnnnnnnk/;;*

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Space Wars: Interstellar Empires (PC) Early Access Preview

Developer: Desert Owl Games | Publisher: ToHeroes Game Studios || Outlook: Not Good

Space Wars: Interstellar Empires ventures into the bold frontier of slow, turn-based MMO.  Space Wars: Interstellar Something or Other takes the usual issue you have with this genre, speed of gameplay, and doubles the issue by having two phases per turn.  It’s a bit baffling how anyone can have the patience to play when the rule-set is laid out like this, not to mention since this is an MMO where you have to grind to get anywhere.  Uhh… No thanks.

For me, it was easy to make the comparison to Star Trek: Online.  You have warring factions, you get a ship, then you have space battles.  You allocate shields, power, choose which weapons to shoot, yadda yadda.  Except where Star Trek: Online is all real-time, you have a slow and plodding turn-based mechanic in Space Wars.  Don’t get me wrong, I have no qualms with it being turn-based by design, where it becomes an issue is speed and seemingly needless complexity.

As stated, Space Wars has two phases per turn — an Allocation phase and a Combat phase.  Each turn has an Allocation phase where, depending on the stage of the battle, you decide what issues to fix and how to change your combat posture.  Your combat posture includes allocating power to different systems such as shields, movement, weapons, etc.  You can also repair damage if you’ve got any to repair.  This phase lasts until everyone hits “End Turn” but the maximum amount of time is sixty full seconds.  Then, you have the Combat phase where everyone gets their own sixty full seconds to make their moves and attack considering the preparations they made in Allocation mode.  Depending on how many ships are in battle, your turn may not come for another few minutes, and after you’re done with your turn, it could be another few minutes before the Allocation phase starts all over again.  We’re talking about the potential of ten to fifteen minutes per turn at this point, and I already want to open the airlock and get sucked into the emptiness of space.  At least I’d die quicker that way, and wouldn’t have to live knowing how much of a disappointment Star Wars: The Last Jedi was.

The interface isn’t bad, but does feel outdated.  It isn’t really pleasurable to hit the different buttons and modify shields by clicking just the right pixel or clicking multiple times to modify one piece of your Allocation phase’s bells and whistles.  The interface adds to the feeling that there is a layer of needless complexity involved, and many of the numbers/doohickeys don’t feel rewarding considering the gameplay flow.  Each weapon you shoot has a targeting arc meaning you have to be pointing the right direction to shoot.  You can change the direction your ship is facing to shoot with your other weapons in the same Combat phase, so its like why do I have to go through all of those hoops?  Just automate it for me, or simplify it with some other value.  I don’t want to control my weapons through three different mechanics, I just want to control them directly.

On a grander scale the game is based on PVP between factions, which two of the four are currently available during this phase of Early Access.  The map is persistent as each faction vies for more territory and the only way for a faction to expand is to take over another faction’s slice of the galaxy.  Entering on-going fights to help out in this effort is the highlight of this dynamic.  However, if you enter a sector already in the midst of battle, you’ll be stuck in a limbo of sorts until the battle has a “Transit” phase, typically after a full turn has been completed.  I can appreciate that tactics may all of a sudden change when new players enter the battle as existing battles rage on, but it sucks for the person waiting upwards of what could be five or ten minutes before they get to do anything without forewarning.  Also, there is information on what ships are currently fighting, but this can change at any point since players hop in and out all the time.  If you go into the sector looking to fight similar ships to you, you may just end up fighting ships that can one-shot you instead.  Now that’s what I call fun!

There are some PVE missions to take part in.  While the gameplay flow is much less cumbersome, it’s also not as eventful and half of the time you’re searching for the enemy on a large map, hoping you run across them before Alt-F4 becomes a viable plan to defeat them.  There is also an XP system and Leadership Points that you can earn to unlock things and progress your Captain/Crew.  Of course, as a free to play game, there are currencies you can purchase to improve your game and skip all of the grinding and immediately begin to pound asses without knowing what the hell you’re doing.  So there’s, that, too.

Since the game is in Early Access, all of your progress and characters can be reset to scratch at any time, without notice.  Cool!  Granted the game can change drastically from one patch to the next, it doesn’t exactly inspire me to keep playing something coined as an MMO if progress can be reset on whim.  What is the point, especially when it takes a lot of time to get a level or unlock ships?  I don’t even get brownie points for the 10 xp I earned before the reset.