Orange Moon (PC) Review

Orange Moon

Developer: Betelgeuse Zero | Publisher: Meridian4 || Overall: 3.0/10

Often times, the best way to approach reviewing a game is based on how it is advertised, and Orange Moon is no exception. Here’s how Betelgeuse Zero describes their own game on Steam:

Orange Moon is a surreal 2D action-platformer with RPG elements and complex puzzles. Take on the role of an explorer as you discover the mysterious world of Orange Moon – filled with hostile native life forms and harsh, treacherous environments. To increase your chances of survival, choose from a variety of weapons, equipment, and upgrades to aid your dangerous exploration. Can you uncover all of Orange Moon’s secrets?

  • Explore a mysterious world filled with hostile life forms.
  • Survive by acquiring and utilizing an array of unique weapons, equipment, ammunition, and upgrades.
  • Solve complex puzzles to successfully uncover the secrets surrounding you.
  • Fight bizarre enemies – from carnivorous plants to deadly biomechanoids – and defeat fearsome bosses.
  • Overcome harsh and treacherous environments with obstacles such as acid swamps, toxic clouds, and deep craters.

Oooh-eee! Sounds like a good time, huh? Some platforming, some complex puzzles… will I uncover all of Orange Moon’s secrets?

Yeah, very quickly, in fact. Under four hours, including an hour or so I spent with the game paused (which causes some weird bugs, so don’t do that).

Orange Moon is as described when it comes to genre: it’s a 2D platformer. Your character is sent to explore the game’s namesake on behalf of the Moon Resources Corporation in search of what clues of what happened, guided along by a Mr. Anderson. The story is sort of abrupt and rife with spelling and grammar errors, and ends up being somewhere along the lines of a porn’s story: it’s there just to explain why people are doing things in a particular place.

Players will walk a rather bland black and orange landscape whilst shooting at an inordinate amount of turrets, floating blobs and the occasional bipedal enemy whilst burning bushes to the ground and sucking the life out of the roots (literally) to sustain yourself. You walk, you shoot, you jump–standard fare in 2D platformer games. In addition to these, the player is able to use fuel to do rocket jumps in order to traverse the terrain.

The player unlocks a variety of weapons along the way, such as a shotgun and a minigun, all of which require ammo that can be found or purchased from an upgrade store using currency earned from killing enemies. If you’re short on cash and don’t have ammo, a flamethrower can be employed to kill foes using the player’s fuel reserves. Weapons and equipment can be upgraded with upgrade canisters that can be found or purchased. Upgrades include better damage on weapons, more health, larger fuel tank upgrades and the ability to use specific guns.

None of this sounds bad in practice, but none of this is executed in a satisfying way. Weapons that can be aimed aren’t very responsive to changes in aim, and the arc is limited. Most weapons require upgrades to be useful against many enemy types, and some weapons, like the flamethrower, are actually unable to do damage to most enemies even when upgraded. This leaves for some very heavy reliance on specific weapons to defeat some enemies, which isn’t a problem in itself aside from the fact that it means you’ve wasted upgrade points that could have been used on something worthwhile.

Fuel is tied to jumping, which means if you’re out or low you’ll spend a rather long amount of time waiting until you can climb out of a hole or make it through a jumping section, especially if you’re using the flamethrower a lot. This can be offset with upgrades, but the design isn’t really fun, it doesn’t add challenge, and it’s not interesting. Eventually, when upgraded, fuel is trivial and no longer serves a purpose, especially as the flamethrower becomes increasingly less useful. It just never seems to fit in with the rest of the game in a meaningful way that limits the player or forces choices outside of, “Do I want to wait a few minutes before I can climb out of this hole?”

Level design is simplistic at best, and the “complex puzzles” the developer touts as a feature are little more than a series of fetch quests that involve minimal amounts of backtracking. Exploration is also somewhat scant: secrets are usually as simple as falling down a hole, or taking a short detour. Considering the constant pallet of orange outlines on a black background, nothing is particularly interesting the entire journey, aside from the occasional scripted set piece.

While the game isn’t particularly bad, it’s nothing to write home about. It’s buggy, with the player character often getting stuck on flat terrain or getting stuck in a wall. It’s not particularly polished, with features such as the scouting probe being usable in situations that freeze the player character in the air, or mess up the camera afterward. The music’s not bad, but as a highlight it’s also nothing particularly special. Orange Moon is merely just a game that works when you boot it, and ends when you finish it, albeit with some performance problems (at least with an 3770K and a GTX 980ti).

I think Orange Moon‘s most common problem is poor design. Enemies are not particularly difficult to deal with, often blocking a corridor perfectly with their height, acting almost as an aggressive door that needs to be unlocked with a shit load of ammo. Outside of the crappy turrets and plants all over the place, enemies tend to have a lot of hit points and armor that renders many guns useless without a lot of upgrades. All story is conveyed via text in the upper left corner of the screen, but when these kinds of events happen the entire screen darkens, aside from a small circle around your character, even if you’re in the middle of combat. Why do this? To force me to read this uninspiring story? Don’t interrupt the gameplay like that, man. That’s like the missus asking, “Are you done yet?” in the middle of “doin’ it”–it doesn’t really inspire enthusiasm, and it’s an extra unnecessary hurdle in trying to have some fuckin’ fun. Pile those two on top of my other complaints, and you don’t really have much of a reason to hang out in Orange Moon‘s world. Other games that are somewhat similar, even classics like Super Metroid accomplish the same thing without all the egregious errors.

There’s a lot to fix, but even if these things were fixed it wouldn’t be particularly compelling considering many of the design choices.

Pylon: Rogue (PC) Review

Developer/Publisher: QuantumSquid Interactive || Overall: 3/10

Yeah, a 3/10.  I don’t usually have to go that low because I have the good luck of playing games I can enjoy.  Pylon: Rogue is probably one of the more frustrating experiences I’ve had this year.  When the potential for fun is there, but you are cockblocked by unrelenting difficulty, it’s impossible to enjoy anything.  I can’t enjoy it.  There’s no way.  I’ve spent almost three hours wiping; most runs only last about five minutes, and one or two lasted maybe fifteen minutes.  I suppose Pylon: Rogue isn’t really that shitty, but it’s just a victim of its own balance issues and an extremely stingy reward system.

As a 3D roguelike action game, at first glance it might seem Diablo-esque.  However, it’s a single-button-combo beat-em-up game where you might sometimes come across some buffs before you die.  There’s no overworld, either, as you start out on a level selection board with no free-roaming — often you’re forced to only go one way.  Once you select a level, you’ll trudge through a number of rooms, ranging from about three to nine, and hopefully the “Exit” will spawn after clearing one, at which point you can go back to the level selection board.  If the Exit pops and you take it, you forfeit your chance to go through the rest of the rooms and potentially pick up more money/gear, though you’re more likely to just die.  Each “Room” can have up to three waves of enemies and depending on how well you can smash buttons and dodge enemy attacks, you’ll take damage and die or succeed and go to the next level.  If you stick around in a level after the Exit pops, you can clear all of the rooms and unlock a final bonus chest.  In the end, the overall goal here is to beat four levels, reach the boss of the area and defeat them.  Unlike your typical roguelike, there doesn’t seem to be any procedural generation, so after a number of wipes you’ll see all of the different level layouts.

Technically this all sounds fine, but the reward system is completely fucked.  They throw you into the fire as soon as you start out — forget having any tools to prepare you.  They don’t start you with seed money to allow modification of your spec in a different way at the shop, nor do they give you many opportunities to heal damage you will inevitably take tons of.  Three of the four classes are melee and each have three different weapon specs.  From there, you’ll gain your roguelike buffs, though they are curiously very scarce.  Since most of the classes are melee, you will always take damage as you get up close to enemies; this exposes a significant flaw in the game design: there is a lack of healing mechanics to make any of this a fair fight.  If you get lucky, a health drop will appear, though usually only for 50 points, at most 25% of your health bar depending on your class.  Considering you can lose that much in two hits, they don’t drop nearly often enough and you’ll almost always come out behind after clearing a room.  There is no guarantee a health drop will ever appear, as it is random.

Clearing rooms often gets you a very low amount of the “Gem” currency.  By the time you leave a level you could have around 200 or 300 Gems, but you’ll probably just waste all of it on buying health at the shop.  Most gear costs anywhere from 200 to 400 by itself, so good luck using that new piece of equipment to any effective order when you have 10% health left.  There’s plenty of other issues, all revolving around “balance.”  At the onset of a new run, your character feels much too weak, or in other words, the enemies take too long to kill.  Early on in a run we should be able to defeat most monsters with one or two hits, except it takes upwards of three to five.  Your enemies also hit like a truck and you’ll lose 15 to 20% of your health for one unavoidable hit.  There should have been some sort of stagger mechanic where if you hit an enemy it resets their attack swing and avoid potential damage — Hand of Fate does this and the action sequences between the two titles are generally very similar.  Spells that your enemies cast are nearly all instant and you often aren’t allowed the opportunity to move out.  For example, there is a lightning spell which will cast as a circle on the ground, and the only way to avoid damage is moving out within the first second.  Projectile spells are a bit easier to avoid, but if you are in melee range there’s not much you can do to avoid it other than constantly run around.  Defensive spells either are cooldown or charge-based, and often take time to actually react to any incoming damage, so it can often be more fruitful to run around like an idiot.

There are a few things the game gets right.  There are four classes with three different specs each, and they all play appreciably different.  You do have to unlock a majority of the extra specs depending on certain conditions so there is some longevity in what they offer you at first.  The single-button-combo system is fine and has some depth to it, though I prefer multi-button combo systems.  You can hold X after any number of button presses, allowing you to perform one of the four special “charge attacks.”  Finally, each character has a unique special ability that can only be used as many times as you have “scrolls,” at a maximum of four.  If a scroll drops and you’re at four, it’s basically wasted.  This isn’t awful in and of itself, in fact it could be nice to be able to make the decision to use your fourth scroll more liberally so you don’t lose out on a charge.

In the end, I think the biggest killer for Pylon: Rogue is that the rewards suck.  Most of the rewards you are earning aren’t even gear/powerups, it’s currency.  Currency you can’t even use until you exit the level; most of the time you’re going to die before getting the opportunity to visit the shop, or in the event you do get out of a level, you’ll waste it on health.  There should have been way more gear/powerups dropping from chests that spawn.  Chests will only spawn once you clear a room, and currently it feels about 10% of the chests will have gear in it.  The rest of the time you’ll get a pittance of gems which will not help you get through the level you are currently stuck in.  The percentage should feel at minimum around 50% for your first level so that you can gain a footing in a new run and make more interesting decisions at at a later point in the gameplay loop rather than having most of your wipes in the less than ten minute range.

So, Pylon: Rogue is a game that will boot up and responds to your controller commands.  It works, you can play it, but unless you’re some savant in the genre you aren’t getting anything out of this game farther than a couple of levels, if that.  There was some hope of a balance patch but the time frame for that came and went and the patch that did drop didn’t make anything easier.  The balance is so off here that we’ve sunk into the ocean.  I’ve already succumbed to the sweetness of death, filling my lungs with water, and air costs more Gems than what I have to spend.  Why are they selling air at the bottom of the ocean?  You got me.

Morphite (PC) Review

Developer: We’re Five Games/Blowfish Studios/Crescent Moon Games | Publisher: Crescent Moon Games || Overall: 8/10

Morphite is more than a game.  It’s about finding your purpose in life.  What is the meaning of your existence?  What is the point of anything?  Moreover, what is the point of Morphite‘s procedurally generated universe full of random planets?  I don’t know.

In a nutshell, Morphite is like a less ambitious version of No Man’s Sky.  You have plenty to “do” but there’s not really any motivation or purpose in doing “it.”  Outside of a single player story that has you finding out about the main character’s past and how it relates to the mysterious element morphite, there isn’t much impetus to “explore.”  You’ll want to find resources to upgrade your armor and ship, but the resources aren’t plentiful enough on planets to want to go grind for them.

Morphite has a full universe to explore with procedural planets, which is appealing to hear on its surface.  However, it would be hard to qualify these as actual “planets” considering their size and access, and its best to refer to them as “levels” instead.  In addition, the procedural planets aren’t anywhere near interesting or rewarding enough to warrant the effort of repeatedly visiting new ones.  I only ever wanted to run in one direction, hit a dead end, then leave.  The fauna is quite interesting and I hadn’t run over too many duplicates of creature models as I progressed through the storyline and visited a few of the random planets.

The story itself has hand-designed planets and boss battles, and they are usually way more fun to play on than the procedural levels.  The story takes about ten hours to complete, and there isn’t a point where the game says “ok, now explore” until you finish the story; outside of the random side missions you might come across until then, there honestly isn’t any point to exploration.  On the bright side, if you did want to explore every planet in the game, it will take you 5.9 x 103932349029302909530490394 hours, give or take a few exponents.  When you complete the game you’ll gain a significant buff to your ship’s capabilities, so if you are interested in experiencing more of the random levels, its probably better to wait until then.  Though, I haven’t seen much of a difference in levels the further you fly away from your origin point where all the story takes place.  So, your mileage will definitely vary, as once the story is over there’s nothing left to do but to visit these randomized levels.  On a more meta level, the long-term goal is to increase your character’s power by upgrading.  You are able to unlock new abilities by scanning plants and animals that pop up as rare, and have a special ability; using this scan in tandem with your other resources unlocks your potential.  With more upgrades, more planets become available for exploration, where you’ll continue scanning more and more.

Gameplay is your run of the mill first person shooter with different guns and explosives.  As you find more of the “elusive” morphite, you’ll get more weapons, as they morph into your new equipment.  Platforming and light puzzles will be the main activity other than shooting, but nothing usually on the scale of frustrating; some of the later story missions have interesting puzzle design.  You’ll occasionally run across items that will buff your character in small ways, such as a bracelet that gives you more health.  Ammo randomly spawns in boxes and you’ll probably be hurting for ammo at the beginning of the game when you only have a couple of weapons to use.  Later on there will be a lot more boxes to shoot open and more weapons to use, so this problem goes away eventually.  You can restock a moderate amount of ammo at the pod you used to land on the planet, but you’re usually going to be far away from the pod by the time you need it.  When you run out of ammo completely, your weapons will recharge up to a certain point, but anything over that number will require extra ammo drops.  Considering your ammo doesn’t recharge very quickly, this hinders your gameplay experience in the shooter department as you’ll have to run away a lot as there are no permanent melee weapons.  Relying on Puggles, who is a dog with a laser cannon on his back, to do most of your dirty work is the best way to conserve ammo.

Collecting resources to upgrade your stuff can be a grind, but the resources are so scarce its forced to become an afterthought usually.  Its also hard to monitor how much you have if you have the opportunity to buy more resources or the time to upgrade comes around.  No numbers fly up telling you what you’re currently at — you’ll have to menu hunt to see your current stock.  There’s also some story encounters while traveling from system to system where you’ll either get lucky or unlucky.  You may fly into an asteroid field where you actually get to control your ship for a bit, or lose resources due to pirates, or run across a trader from whom you can spend “Chunks” at to buy resources.  Chunks are the currency in this universe, and the primary way of earning Chunks is through selling “Common Scans” of plants and animals, whereas “Rare Scans” are used to upgrade yourself (or you can sell for a much higher price).  Unfortunately, scanning is pretty fucking awful until you upgrade it a bunch of times, and even then its sad that this is the only way to really make money in this game.  Resources are not found nearly as often to want to ever sell them, and the amount of Chunks you get from ammo boxes and the like is usually very low.

When traveling from system to system, you’ll also have to wait for your fuel to recharge.  This forces you to go space stations (which are available in every system) to refuel, or you can waste time and wait for it to refill automatically. You can use this time to explore a random planet, or do your laundry.  It’s your choice what you think is more productive.  The side missions I came across were also not appealing to try and complete as the rewards they offered were usually not that exciting.  I only ran across one side mission that I could complete then and there; most seem to want to send you out into another part of the universe to complete and I’m not about that life.

The standouts here are the art style and the music.  The art is actually quite fun and reminds me of old 3D DOS games, but obviously this title is much more detailed in certain aspects than that.  Low Poly definitely has its benefit when it comes to space as detail can often be left to the imagination.  The ambient music also fits the space theme accordingly and I was really digging everything I was listening to, which seemed to be at least ten different tracks.  The variety of music is done well and each song sounded was good in its own right, I would probably listen to this soundtrack on its own.  There was also weird sound mixing with the voice overs, sometimes the music would overtake the voice over and you could only understand what they were saying by reading the subtitles.

User interface is another story, however.  The space navigation screens, typography, and the menus all seemed like afterthoughts.  The spaceship cockpit distracted me in a way that felt as if it looked unfinished and they forgot to put some more polish into making it look good.  It’s quite odd, because you arguably spend the most time seeing your spaceship and the menus, but everything else about the game looks great.  Besides that, the usability of the user interface is much more clunky than I’d like and its a pain to use a controller to navigate it.  Considering this title is meant to be released on a phone, you can see some of the design decisions were not built for a controller, and too spread out for mouse/keyboard.  Its also a huge pain to switch weapons — how you can screw this up in a first person shooter is beyond me, but there’s no easy and quick way to switch to your weapons with a controller, and you are relegated to another menu hunt to switch logically.  This becomes increasingly exacerbated as there will be puzzles that require you to switch between three different weapons over and over.  Keyboard/Mouse isn’t much better and you’ll have to remember which weapon is assigned to the numbers on the keyboard.  You can also use the scroll wheel to go one by one, or menu hunt then click “equip” once you find what you want — there are N64 games that are easier to switch weapons in.

Admittedly, it’s hard to get too excited about Morphite, but it is fun while your interest holds.  The story isn’t too long and I don’t think it overstays its welcome.  The ending is anticlimactic and the boss battles tend to be a bit on the easy side.  The mystery of the story is good while it lasts, and it never takes itself too seriously, not to mention it takes a dark turn towards the end that I wouldn’t have guessed would be part of the story.  Coming into Morphite thinking you’re going to be playing an indie sci-fi shooter is a better way to go about it than thinking its anything related to No Man’s Sky.

Tangledeep (PC) Early Access Preview

Developer/Publisher: Impact Gameworks || Outlook: Positive

Tangledeep is the 16-bit roguelike that should be on your radar.  A beautifully artistic, colorful, and lore-based game that will seemingly have much to offer and iterate on when it finally releases later this year, currently planned for December 2017.  Tangledeep pulls deep from the SNES Final Fantasy games in terms of overall aesthetic with music, sound effects, and art but makes it its own with unique gameplay features and iteration.

I can’t praise the games presentation and production value enough.  This is a swell game to immerse yourself in and right down to the text boxes you’ll be hitting that nostalgia bong over and over (nostalgia bong legal for only 30+).  The music is beautifully composed and really sells you into the exploration dynamic of the game’s story.  The lore of Tangledeep is also mysterious and fanciful — it really piques the interest in discovering more about the forest of Tangledeep and figuring out what secrets it holds.  Since Tangledeep is but a snapshot of the rest of the world, you don’t know what visitors you may come upon in the base camp as it seems “guest” vendors are randomized and will sell things that aren’t usually available if you have the money for it.

Obviously, since Tangledeep is a roguelike, there are many roguelike features, and multiple ways to experience the game itself.  The overall progression comes from your town development, although it is a bit sparse in terms of actual benefits to be gained.  You have six plots where you can plant magical seeds that provide food to you at certain increments.  You can also tame beasts using a special item and drag them back to town for later use as a companion.  Many of your first attempts at getting deep into the forest will probably be fruitless as you discover the mechanics and how things work, as well as fiddling around with the different classes (called jobs) available for play and figuring out what works for you.

Gameplay-wise, you’ve got an expansive list of jobs to play with — currently nine.  Each job is unique and actually has a bit of an interesting spin on some of the usual class types, from a lore angle.  “Personal” stories of each of the individual jobs don’t seem to really get in the way of the greater narrative, but the customization and skill-based special actions go a long way in changing up the experience from one run to the next.

Though the game is turn-based, it’s played in real time.  It’s more like a turn-counter with particular actions taking a certain amount of turns to cast or recharge.  There is also an opportunity to pause during hectic moments of combat to plan out what you strategically want to do in case you get in a bind.  You can also progress time without moving, so you don’t need to get out of position.  Levels are procedurally generated, with some side rooms changing up the tileset dramatically, so the game doesn’t get stale at all.  Trying out the different jobs is also part of the fun and each class can be built to focus on different sets of skills depending on you preference, so the iteration just goes that much deeper.

The meta game is always important for a roguelike.  There is an “intended” way to play Tangledeep where you will encounter permadeath at the end of your run, only allowing for any progress in town to stand.  Being called “Heroic Mode,” this gives you the opportunity to switch your job and try out a new spec for the penalty of starting from scratch.  Adventure Mode is another option where instead of encountering permadeath, you will be sent back to town with penalties, losing your unspent Job Points/Money and half of your XP progress.  The penalties are hefty, but much less impactful than a full reset.  “Hardcore Mode” is the same as Heroic Mode, except all progress made with the character is wiped.  Each individual Save Slot is party to as many characters as you think necessary to play with, and you can only “Continue” progress with an Adventure Mode character.

Unfortunately, Tangledeep isn’t exactly the mode user-intuitive when it comes to its menu system.  Menu-hunting is a bit of a pain, and can be confusing at times as to what commands you are telling the menu to do.  Arrow keys don’t work at all, only being able to use the WASD to control a menu (this just feels weird) and using a controller instead also feels clumsy.  When opening the menu, you are not going to the menu you were last in, so if you need to make any tweaks to what you had previously done, its more than one click away when it shouldn’t be any clicks away.  Equipment is also hard to figure out sometimes, since it is hard to compare equipment efficiently and whether or not you are actually equipping an upgrade can be questionable at times.  You have four different weapon slots for changing up your strategy on the fly (ranged vs. melee, for example) — but the inactive ones don’t give you additional stats.  It feels like that there should be more information about equipment in general and how things affect your gameplay but as is it feels too underdeveloped to be satisfying.  You also don’t encounter enough variance or quantity of loot to really have to make interesting decisions as you get by with just equipping whatever has a better rarity quality.  There are also other lesser issues with the logic and layout of the menu that just don’t feel right and needs to be smoothed out before release to make it a more useful tool than it currently is.

Tangledeep has got a lot going for it, and I’m excited to see if more story lives up to my expectations.  I’d really like to see more progression mechanics that allow for strengthening your new characters further as you keep playing.  Refinements to the menu system to be a less frustrating experience is the number one goal in my mind, so hopefully that is on the radar of the developers.  A little more focus on the loot/reward system would also be in order.  Tangledeep is being updated constantly by its developers while in Early Access, so it’ll be an interesting title to watch.

vactalz

vactalz – n. the kind of poop where you do nothing but sit on a toilet for 30+ minutes doing nothing but farting and making the bathroom smell like absolute rancid toxic warfare. The toilet is left unflushed with your piss because you are to come back, and you don’t even have the courtesy to spray an air freshener, turn on a fan, or open a window because you’re an uncivilized old smelly man who has a room full of trash you will never throw away