Tag Archives: satellite

Livelock (PC) Review

Developer: Tuque Games | Publisher: Perfect World International || Overall: 8.5

Google needs a new name. As our eventual AI overloads, the name Google doesn’t have the required menace for when the program finally decides to go rogue and that mankind can no longer be left to its own devices. It’s just a hard name to respect as our robot betters. Imagine being gunned down by the “Google Drones” or being forced to work for the “Google Internment Camp”. Wouldn’t you rather a name like “Ocelot Corp” or “Gigadyne” be the starting point for the age of machines and the fall of mankind? This is where Cyberdyne Systems had a good idea and stuck with it. They knew that if their program ever decided that mankind worked better as target practice, it had the proper name to take them down with. A name that could be feared and also respected; not a name that could qualify as a toddler’s first words.

terminator-52
To be fair, the T-800’s searched for Sarah Conner would have been optimized if it was powered by Google.

It’s a robot-on-robot war for the fate of humanity and you’re smack-dab in the middle of all its top-down shooter glory. Publisher Perfect World and Developer Tuque Games are set to bring the robotic apocalypse to your PC with Livelock. Livelock sends you on a mission to shoot your way through hordes of robots to save humanity. With its guns locked and loaded, it hopes to not shoot any blanks.

Livelock takes place in a post-apocalyptic future where humanity is a distant memory and robots have taken their place as inheritors of earth. To that end, the world of Livelock is wonderfully realized. Most stages are barren wastelands where the remnants of humanity mix in with the discarded corpses of other robots that have fallen in the robot wars that followed mankind’s destruction. A fact that can be commonly seen in the way the art style treats the robots and the world they live on. The newer robots shine with a metallic brilliance while the rest of the world is diluted by dull hues to give a clear distinction on what’s old and new. To that effect, the weapon effects and explosions also light up the screen with a dazzling pop as the player violently weeds their way through their enemies. All this makes it clear to me that Livelock took some care when developing its art-style and graphics.

No joke here. I just really like the weapon effects.
No joke here. I just really like the weapon effects.

The story in Livelock continues to play with the duality of old and new. Mankind was given ten years before their eventual destruction, three human minds were downloaded into brand new robot bodies in the hopes of resurrecting humanity at a later time. Though the plan seems perfect, mankind fails to properly gauge the destruction and the time-table is set back by a few hundred years. Our three robot saviors are then resurrected by a satellite AI and are introduced to a world where three robot factions are fighting for dominance over the Earth. With the world in turmoil, the satellite AI informs them that the only way to save mankind is to stop the current war. This sends the player and the robots with human minds on a path of destruction for a chance to bring mankind back. It’s an intriguing narrative that blends the lines between robot and man to bring you a tale about perseverance and survival. Overall, it is a competent story with a satisfying ending even if it can be a tad predictable at times.

The gameplay can be best described in one word and, thankfully, that word is “fun.” At any moment there is a variety of things that can be happening on the screen and it’s the player’s job to properly balance out all the robotic bits. There may not always be a constant stream of enemies on the screen, but when Livelock decides to ramp up, it doesn’t really hold back the carnage. The player is almost constantly besieged by a variety of enemies both weak and powerful that require skillful uses of each robot’s three primary weapons and its varied abilities to survive. Furthermore, there are upgraded versions of every enemy that are beefier, stronger and, oftentimes, bigger than their normal version and require their own strategies to defeat.

The “variety of things” I talked about.
The “variety of things” I talked about.

The only real shame here is the fact that Tuque Games didn’t decide to diverge from the three most common classes when it came to the core robots. Putting it in MMO terms, the three robots fall into DPS, Tank and Support roles (or as I like to call them Shooty McShooterson, The Big Guy and The Red Cross). Though what they lacked in creativity, they make up for in execution as each gain an enjoyable number of weapons and skills to do away with the machine menace. Those skills can then be equipped, along with a variety of weapons, to build different setups for your robot. This means that there is a low chance that two robots would end up the same way, even if the same one is chosen.

And you’ll get plenty of chances to see those builds with the multiplayer. Overall, it’s pretty great. Any lag is hardly noticeable and the difficulty ramps up to a point where it is necessary to use your team to its full advantage. Thankfully, they also fixed the earlier connection issues and the multiplayer seems to run fine now.

Lastly, the variety of enemies is worth mentioning. Each robotic cluster has its own theme and the enemies you face play to them. Whether it is the hive-like structure of the Noesis cluster or the human-like appearances of the Praetorian cluster each robotic faction the player faces come with their own design and strategies. This not only keeps the player on their toes but also lends to the world building of the story. Each faction harbors its own desires and they play out throughout the course of the story to lend some life to the dead planet the story takes place on.

Livelock seems to have a bullet in every chamber. The story is competent, the gameplay is fun, the multiplayer works great and mixing and matching the different abilities and weapons is a treat. It’s also obvious that the developers took care and effort when developing the graphics and art-styles to fit the game’s setting. As of right now, Livelock’s chamber is full and locked and loaded for some fun.

When not implanting his human mind into a robot body as Unnamedhero, Eduardo Luquin can be reached at Unnamedheromk13@gmail.com.

*This review has been edited to reflect that multiplayer has been fixed upon launch.*

Dream #23035: The Dream at a Mall

I wrote this on April 13, 2002.

This dream was especially weird, but I can’t remember all the details. I remember I was just there, in the middle of a mall. I look in front of me, and the Wherehouse that I worked at (which wasn’t in a mall) was there.

Since I hadn’t worked there because of Spring Break, I decided to go inside and see what was happening in there.

It was Saturday, and the people I saw working there, I didn’t know, even though I worked on Saturdays. I waved to this guy I saw working there before, and he waved back. The whole store was different than before, it had stereos, satellites, and speakers, kind of like a Good Guys, on one side, and just a couple racks of CDs on the other side.  It seemed like they did it all in one day.

The manager saw me and came over, saying, “hey, what are you doing here?” I said, “nothing, just checkin’ up on ya guys, what’s going on with all this stuff?” The manager said, “you like? We moved around the whole store!”

The manager went away, and I was just kinda looking at the stuff there for a long time, feeling ignored because nobody that was working there was talking to me.

I finally left, and went into the crowd of people outside the store. I started walking towards another place, like I needed to go there or something bad would happen. Or something.

Then I woke up. Later on today, a dog I had for 7 ½ years, since I was 9, died of cancer.