Hyper Jam (PC) Review

Developer/Publisher: Bit Dragon || Overall: 8.0/10

Hyper Jam is a well-polished multiplayer brawler with an ’80’s aesthetic. The retrowave soundtrack is front and center as you boot up the game and instantly “get” what the theme is going for. While you’re not going to get something super complex or noteworthy, it is still fun for what it is.

Hyper Jam‘s got cool music — around seven songs that are popular on Spotify synthwave radio shuffle. You’re bound to have heard them if you are into the genre. It is a good “sampling” of what you’d hear and the particular song selections match the atmosphere/fast paced nature of the game. Only one song doesn’t really work well, but it is still a good one, so can’t really complain that much.

Hyper Jam mixes things up during and between rounds of the battle. There is a nice weapon diversity, but this is no Smash Bros.; there are about five unique weapons and little else to pick up. In pursuit of the goal to be the last man standing and earning points based on performance, you’ll earn randomized perks that can change up the result of the next round. These can range anywhere from more health, more attack, freezing your enemy, knockback resistance, etc. Stacking buffs will also be important depending on what you picked previously during the match. A winner is declared once you hit 1500 points and survive the next round. This gives everyone else the motivation to team up and catch up to the leader so that the whole game isn’t lost as quickly.

There are only four characters to choose from, which makes it so you always see the same characters. You wouldn’t know it until you finish a match, but you’ll unlock customizations for them through earning XP, though there isn’t a way to browse what you’ve earned. I’m unsure what the point is of the overall leveling system other than to keep track of how much you’ve played and unlock taunts. There’s a nice range of maps to play on, as well.

Matchmaking online isn’t very populous, but a recent update made it so you can join “in-progress” matches, greatly increasing the chance you can join other people and actually play with them. Since the game is built for multiplayer only, it can feel a bit dead when you “randomly” match with the same people over and over. You can play with bots to your hearts content, and they have multiple levels of bots. You can also play with friends locally, but it’ll get old once you play through each arena one or two times. It would have been nice if there was some sort of single-player campaign with this gameplay/aesthetic instead of only multiplayer brawls.

Hyper Jam is a pretty fun game to play for a couple of hours, but your mileage may vary. There’s not a whole lot to the game and it is pretty simple, so if the aesthetic and music don’t do it for you, it won’t show its value. Can definitely see it on a playlist of “party games” but little more.

Astroneer (PC) Review

Developer/Publisher: System Era Softworks || Overall: 9.5/10

Usually I don’t need to play a game for 50 hours before forming an opinion; hell, I don’t even play most games for more than 5 or 10 hours unless they’re really good. When I first started Astroneer, I didn’t think I’d stick around for very long, but as I kept playing, I realized there is a phenomenally interesting game underneath the “simple” looking graphics and gameplay in a space-themed sandbox. While you’re not going to be setting up factories for automation, you will be doing “industrial-type” crafting to gather resources and combine them to make the things you need to progress and build out your bases across the solar system.

The most appealing aspect of Astroneer is that it is almost like playing with LEGOs. There is no “virtual” inventory like many games have nowadays — all of the inventory is physical in the sense they take up actual, visual space. I’m reminded of what you are primarily doing when playing with LEGOs in real life — sifting, sorting, finding, and seeing the “same” pieces over and over, often hidden in plain sight. Even LEGO games don’t seem to care to recreate this aspect of actually playing with the physical blocks, but Astroneer does (whether or not that is intentional). As you collect hundreds of “stacks” of resources, you’ll have to figure out the best storage system, whether to leave it all on the ground in piles, or invest in storage systems and sort them by type or always hunt and peck for what you’re looking for.

A major part of the game is, of course, the exploration. The exploration is fun, despite it not being too eventful. You’ll be mostly looking for salvage or resources, and occasionally you’ll find intact equipment to use at your base. The exploration has aspects of “realism” with only a short supply of oxygen, and needing to use tethers to supply it. This is a natural limiter as you will not be able to go far from your tether line, and without proper preparation you may even get lost and lose sight of your tether line, resulting in death. You’ll need a somewhat constant supply of a resource called “Compound” to explore safely on foot. Later on, you’ll be able to get vehicles at which point you can drive pretty much wherever you want, but there is still the danger of getting lost; you’ll have to prepare and make sure you know which direction is home. Pop-ins are a significant issue, as the draw distance is not that far. This adds to the danger of “getting lost” since a tether line will disappear just 15 or so feet away, even though you “should” be able to still see it.

There are lots of different things to build for your base. Most of the equipment you’ll create needs to be mounted on a platform, with the platforms connecting to one another to loop into the power grid. Power is a big challenge in creating a constant supply and having your base and outposts work without constant intervention. You’ll be able to research new equipment with a currency called Bytes, which are extracted from Research Items. Once you’ve researched everything there is no use for Bytes, which can make Research Items a bit of a burden to haul back since they’re essentially useless and you can find multiples at a given time. They seem to be adding more equipment in updates, so I guess its worth still researching items as you come across them.

A major feature of the game is being able to deform all of the terrain and mine the planets for their resources. The terrain is buggy at times, though. If you decide to use holes to store your resources they can fall through the ground. Sometimes your vehicle gets stuck on the terrain and you have to dig it out. There are several layers of terrain to each planet, and each planet has large cave systems and a core to venture down into. Depending on the planet you are on, there are different “types” of biomes, caves, vegetation, and sets of resources to acquire. Essentially everything you see on screen can be mined.

There are 7 planets to explore, with 2 being moons. Each have their own set of resources to gather, and all look very distinct from one another. There’s a bit of overlap with the resources available, but it all depends on quantity and where it can be found on the planet. The early to mid game is all about establishing your foothold on these planets while researching everything, and finding all of the different resources you need when you need them. There is a good diversity of resources and there are also composite resources where you combine base resources to make advanced ones. Gases are also used to make these composites which forces you to explore the other planets. You can also get natural resources in alternate ways, such as through a Soil Centrifuge or through exchanging Scrap. Soil is stored in empty containers, just from deforming the terrain. Scrap is acquired through shredding broken equipment in the field, of which there is quite a lot. These alternate forms of resource procurement evens out the “random” aspect of finding important resources.

There are no game-breaking bugs that I encountered, and considering the scope of the game, that is quite a feat. One time the game kept “loading” on start up and never finished loading so I had to quit the game and restart it. Otherwise, it is stable. The game is made in Unreal Engine, as well, which is a bit surprising to me that a sandbox game used it; they are usually in Unity or a custom one. It can be very frustrating when you are trying to make a flat area to build more portions of your base on or making a ramp that is suitable for your vehicles to go up and down. There needs to be “smart” ways to accomplish these simple tasks.

I made no references to No Man’s Sky previously, but the obvious parallels are there. Astroneer is more akin to what I was originally wanting to do in No Man’s Sky — collecting all of the resources I can on a planet and sucking up all of the dirt until there was nothing left. While it’s not exactly possible to do that, you are basically doing that in a sense with Astroneer. Astroneer is just a lot of fun as a sci-fi sandbox crafting game.

ToeJam & Earl: Back in the Groove (PC) Review

Developer/Publisher: HumaNature Studios || Overall: 9.0/10

ToeJam & Earl are back from the 90’s with ToeJam & Earl: Back in the Groove. I never played the original as a kid, but it was always something I had heard about, read about, and “wanted” to play. It wasn’t because anything about the game itself sounded good, it was just because there was a character named ToeJam, and that sounded funny.

Back in the Groove is literally a play-by-play remake of the original for modern platforms, with updated art, music, and gameplay. I’m not entirely sure of the angle here, but they have Macauly Culkin listed as an executive producer, and they make it seem like he was some sort of a consultant on the title. I guess it just comes across as “more 90’s” in the end for the marketing, though Culkin has been marketing himself significantly more on the internet recently, so it just feels like a part of that campaign instead.

Anyway, back to the game. It is really a lot of fun! The general feeling is like playing through an old kids animated TV show with all sorts of goofy cartoony power-ups, emphasis on junk food eating, crazy-looking funny enemies/allies, and a great soundtrack. The entire package is very satisfying.

The goal is to collect all of the ship parts that are missing through a myriad of levels while dodging enemies and other hazards. The game is sort of roguelike in a sense, but most of the power-ups are temporary in nature. Power-ups are found in wrapped boxes, also known as “presents,” which often have to be identified. If you want to gamble, you can open it without identifying and see what you get. Not every present is good, but even the good ones might not be needed at the time you use it, so they could be wasted. Opening presents nets you experience points which you use to level up your permanent stats. There are also presents that modify other presents, so planning out when you use them is very important to maximize the efficiency of buffs.

I wouldn’t say the game is very difficult, but it can be challenging if you run into a streak of bad luck. Things will chase you and hurt you, and you will often not have much to counter enemies other than running away. There are things to do to get rid of them, but again this relies on the luck aspect of the current run you’re on. There are nine different characters to play with that have their own unique buffs, so you can modify your game experience significantly depending on who you play with. There is also multiplayer, which allows for other people to hop into your games randomly or by invite. This kind of modifies the flow of the game, but there’s usually enough presents to go around regardless. You also have to wait for everyone to go into the elevator (the way you get to the next level) before it works.

ToeJam & Earl: Back in the Groove is an excellent remake, as it holds very true to the original; I can finally say I played ToeJam & Earl. I suppose you could say that was on my tertiary bucket list. Now I can die a little happier, as I sit here eating saltine crackers over a trash can because the crumbs get everywhere.

JackQuest: The Tale of the Sword (PC) Review

Developer: NX Games | Publisher: Crescent Moon Games || Overall: 7.0/10

I want to like every game I play. I want to feel like I’m spending my time doing something worthwhile. While the greater argument of playing games being a waste of time is not exactly in play here, the point is I’m spending my time to play a game, and I want it to be good. I know not every game will be that way, but one can hope.

Anyway, JackQuest: The Tale of the Sword is one of those “Metroidvania” side scrollers. The hero, Jack, is out on a date with his girlfriend about to get his dick sucked off (not in the game), when some monster comes and abducts her. Then Jack finds a big sword that can talk for some reason, and then you go spelunking, unlocking new items and abilities to access areas you weren’t able to before. You beat bosses and collect shit, that’s basically the whole game.

Generally this is fine, but the game is pretty boring when you’re not fighting a boss, and when you’re fighting a boss it’s frustrating because you will have to die over and over to figure out how to beat it. I got to two different bosses and beat them, and loss interest afterwards. There isn’t much depth to the game nor is it very pleasurable to look at, despite the intention of looking like an “8-bit” game. It looks more like an early 90’s DOS game, which is fine. Everything is a bit “big” on an HD monitor, though, on purpose, so it feels very cramped and not much can be seen on screen, so you’ll just be winging it constantly as you explore.

The platforming and gameplay is basically standard, and there’s not much to pontificate about here. There’s only like one song and it loops endlessly, so it gets annoying. The sound effects match the art style of what they are going for. It also seems to be a pretty short game, which can be fine, but as you can tell it doesn’t have much of a hook going for it.

JackQuest: The Tale of the Sword is just your standard platformer. If you’re looking for one that is short and has no frills, this could be up your alley. Most games nowadays try to be overly complex, so I suppose there’s a bit of enjoyment to be had for playing an “old school” generic game that doesn’t try to make you addicted to its gameplay.

Evolution: The Video Game (PC) Review

Developer: North Star Digital Studios | Publisher: North Star Games || Overall: 7.5/10

Bucking the trend of “free to play collectible card games,” Evolution: The Video Game is a throwback to a simpler time of card games. Pitted against other players with the same cards and same luck of the draw as you, strategy becomes the name of the game and you’ll have to use the tools available to evolve your species into the dominant player on the board.

In an odd way, the title reminds me of diving into a cereal box and finding the new game you’ll play for the next two weeks. Though, it’s no Who Want’s To Be a Millionaire CD-ROM — it isn’t a title that invigorates the senses. While the art is good, there’s nothing really ever exciting happening on screen, and there’s definitely no Regis Philbin. I suppose this is to be expected since a title that has “The Video Game” in its actual name must have some sort of other prior adaptation to it. Originally a “The Board Game,” which I’ve never heard of before playing The Video Game, “The Board Game” seems to be popular enough to have a digital version. “The Board Game” seems to be one of those convoluted-to-set-up and convoluted-to-play games that you’ll only want to pull out once a year since it takes so damn long to take it all out of the box and put it away. So, in that sense, The Video Game is a lot more appealing for casual or quick play. Granted, it’s not as useful for Nerd Board Game Night, though.

The actual goal of the game itself is to earn as many points as you can in five rounds. Cards that are drawn can be used for multiple things, such as food in the waterhole, adding population, adding body size, or using the text on the card itself to “evolve” your species into a more formidable point-gatherer. In the end, all of the above uses serve the main goal of “earning points.” There’s several layers of strategy that can be mentioned, but there are nearly six tutorial levels to explain how it all works — it isn’t really worth getting into the weeds here. Generally, there is plenty of strategy to be had and you’ll have to be quite knowledgeable in how everything interacts with each other to excel. There is definitely a lot of thought put into the design of it all.

There are a couple of ways to play the game, either with AI or Online. To reserve your username, you’ll have to register for a North Star account rather than just using your Steam account, but you can bypass the requirement. I used “davepoobond” the first couple days I was playing, but was all of a sudden re-assigned the user name “CarniMan43.” Seems that the game bugged or something and I was unable to use my name anymore. But it could also have been because it has “poo” in it and flagged some sort of profanity filter… but who really knows. There’s also not much to note when it comes to the music, and the interesting art is mostly replications of “The Board Game’s” art.

If this sort of game is something you enjoy playing, I can see that value being there, especially at the very modest price point of $14.99. “The Board Game” starts at $30-ish, plus all of the expansions that are released. I’m assuming they will also integrate the expansions into The Video Game, so that $14.99 works as an introductory price.

Rehtona (PC) Review

Developer: Dot 4 Joy | Publisher: Joyient || Overall: 8.5/10

Occasionally, I have to capitulate that a game is too smart for me. Rehtona is one of those games that has crushed my intellect and made my brain hurt. I guess I’m just not smart enough to solve these wonderfully-designed box puzzles. Don’t let the cutesy, ultra-detailed, anime-style pixel art give you the wrong impression — it is basically as tough as it gets.

As you progress through the Tutorial levels, you’ll be introduced to the basic mechanics of the game. You push boxes into certain places, grab a key, and then enter the “alternate reality” of the level. You only ever see half of the puzzle at one time, so you’ll have to plan ahead to complete the puzzle backwards with a new layout. In the “light world” certain blocks will be activated/deactivated, with the same going for the “dark world.” This forces you to be dynamic with your puzzle-solving skills, because what you might think is the right way initially could end up being the wrong way. The way the levels are laid out there could even be different ways to solve the puzzle. A very convenient quality of life addition is the ability to quickly restart the level or “rewind” your last actions in case you messed up — both by simply pressing a button instead of menu-hunting. By far, the strongest aspect of Rehtona is its puzzle design, with it being difficult enough to make you constantly think “outside” of the box. New mechanics are also introduced as you progress.

The story is pretty intriguing for this genre, though it is light on the details. Rehtona is the titular character (which is backwards for “Another”) who has very strong hair-arm-tentacle-things. She has arms like a normal human, but her long, strong, hair does all of the work of pushing boxes and the like. One day she is going into town for a festival or something, and then all of a sudden everything gets swallowed up into an alternate reality. It’s up to her to figure out why it’s happening, and to do that she has to solve these box puzzles that I guess someone left laying around.

The game is segmented into five different areas, each with a “picture puzzle” to complete. You ultimately collect a piece of this picture puzzle before continuing to the next level. Between each set of levels, an additional story interlude plays and you learn more about what’s going on. It is all fairly mysterious and compliments the ultra-detailed art style quite well. There are 32 levels in all.

The only bad thing about the game is the sound effects and music. The sound effects feel like they are much louder than they should be, but there is no volume slider specifically for them. They can either be on or off, so off they go. The music is also repetitive and feels like it is only one song over and over. So, that went off too and I started listening to early 2000’s Eurodance instead. I was constantly sitting and just starting at the puzzles, not able to solve them, so you need something to keep you going. Also, playing this at 10 PM at night after a long day at work is probably not the best idea. The few times I tried doing that, I think my brain short-circuited and shut off as I would just fall asleep from all of my brain power being used up.

If you’re looking for a challenge and a game that proves its value, Rehtona is a good choice for a few hours. I got to the third area and was already at 4 hours played; there is probably a good 10+ hours of game time here and the puzzles, I’m sure, only get harder as you go along. Rehtona is available on Steam now.

Tsioque (PC) Review

Developer: OhNoo Studio / Smile Studios | Publisher: OhNoo Studio || Overall: 9.0/10

Tsioque is a quick point-and-click adventure game with beautiful 2D art, fun puzzles, and interesting mini-games. Often, point-and-clicks emphasize on having many clickable items, but Tsioque emphasizes the presentation and mystery being presented by the narrative instead. The name “Tsioque” is pronounced like “Chalk” — not “see-O-Q” like I keep reading it as.

In many ways, Tsioque bears resemblance to the themes of the Bear With Me games, except it is done almost perfectly. The theme is set in a fairy tale castle and the overall story leads you to think there is more than what it seems. An evil wizard has taken over the castle as the Queen, Tsioque’s mother, has gone off to fight a battle against a Phoenix with her army. The entire time the wizard is trying to develop his evil plot but constantly keeps getting disrupted by the noise Tsioque makes. Despite the ending being a bit self-serving, it ended up being satisfying; which can’t be said about Bear With Me‘s ending.

The art is far and away the most enjoyable thing about the game. It feels like you are playing through an animated movie, though there’s very little dialogue. There’s also plenty of humor to keep the game entertaining. The wizard’s goblin-like underlings are also full of personality with their animation and are very entertaining to interact with. Eventually, you’ll find and free allies that will lead you on the path to the final encounter of the game. There are also a variety of different puzzles and action sequences, so nothing feels re-used or “lazy.”

There are quick reflexes demanded at times where timing is an issue. You’ll see something happen and immediately will have to fish into your inventory to get the correct item before you have to retry the sequence. The game is very forgiving in this regard and you’ll often be reset to just before this event so that you can figure out what you did wrong. Depending on the mini-game, you can also skip it if you just aren’t “getting” it, but the skippable ones are few in number.

The music wasn’t especially noticeable and was more ambient. The sound design emphasized the sound effects more as a result of the music being less “up front.” There is a narrator who reads story book portions, and some voice acting for the incidental characters occurs, but little in the way of dialogue. The goblins are a lot of fun to listen to and even though they’re saying something in English, they say it so fast or distorted it doesn’t sound like it at first.

There’s really not a whole lot to say that is bad. I really enjoyed this title, and clocked in around four hours of play time. A title like this is essentially a one-day affair and breaks up what you may be otherwise playing more seriously. At a current price of $14, it might sound steep, but the production quality is well worth the cost

Storm Boy (PC) Review

Developer/Publisher: Blowfish Studios || Overall: 6.0/10

Storm Boy, a story I have never heard of, written by Australian author Colin Thiele, who I also have never heard of, has several adaptations, which I have not heard of either… until a Google search today. It’s not really possible to review this in the traditional sense of it being a game, since it is basically a re-telling of a children’s story. Just know there is copious amounts of death and sex. Well, not really. But… it is implied! Heheheheheheheheeeeee….

Simply put, there’s not really much to do here. I could shit on the story, which I will sort of, but it’s kind of low-hanging fruit. My thoughts are sort of along the lines of “why is this a thing?” It is obvious that the developers have some sort of connection with this story, and is probably something commonly encountered in Australian media. The game is designed for children, around 6 or 7 years old, but they’d have to be mature enough to be okay with a Pelican being shot dead in front of their face.

Throughout, there are a number of simple activities that you probably won’t spend more than five minutes on each. There is one activity in which you collect up to 100 shells (if you’re a mad man like me), and that’s about the longest you can spend on any one thing. The art and music is very well done, considering what is trying to be accomplished here. With only at most 45 minutes of time spent on this title it seems like a lot of effort for something so short.

The story is generally about a boy, named Storm Boy, who lives with his dad “Hide-Away Tom” on a remote island. After his wife died, Hide-Away decided to live on a remote beach away from society. They are also friends with an Aboriginal named Fingerbone Bill. Despite the cool-sounding name he doesn’t do shit. And Hide-Away Tom is an asshole, because he doesn’t give his son an actual name. Applying to colleges must be a pain in the ass.

Storm Boy finds three baby pelicans on the beach one day, with the third being in bad shape. He nurses them all back to health, then his dad, being the anti-social asshole he is, makes his son send them away. But Mr. Percival (the one who was the most sickly) comes back and Storm Boy becomes best friends with him. As the story progresses, Mr. Percival is shot while trying to save ducks from hunters. The story is essentially about life and death, but I was left scratching my head wondering why half of the things in the story even happened.

I’m sure there are fans of the original story and there is more to the book than what is presented in the game, but I kind of don’t see the point of this being made other than as a passion project. It isn’t particularly fun, and there isn’t anything that lets you learn “extra details” about the story if you were so inclined. It could be a good way to “present” this story to a young child without forcing them to read 94 pages.

I suppose I’ll always wonder what happened to the other two pelicans, and why they didn’t give a shit about Storm Boy.

Jingle Bells Song #26193

Running through the sand
In a one-manned scuba tank
Over the coral we go,
Laughing all the way;
Jellyfish they sting,
Making running hard
What fun it is to run and sting
In Spongebob land we go

Jingle Bells
Spongebob smells
Sandi drowned alive
Patrick Died and Squidward cried
And Gary saved the day, Meow!

A day or 2 ago
I though we’d hurt Spongebob
And soon we went to dive
To get that little sponge
He was in underwear
Misfortune seemed the plot
He ran from to Crusty Crab’s
We caught that little whore

Jingle Bells
Spongebob smells
Sandi drowned alive
Patrick Died and Squidward cried
And Gary saved the day,
And Gary Saved The Day! Meow!