Impressions: Nogalious

Nogalious is a challenging and short platform puzzler from LUEGOLU3GO STUDIOS. What did we think of the opening title of this trilogy?

 

Free Product provided generously by LUEGOLU3GO STUDIOS!

 

Nogalious is a game that captures the essence of challenging retro titles, injecting some light puzzle elements. This classic design can lead to a sometimes frustrating but equally rewarding experience.

Nogalious is very much a retro styled game.

Nogalious proves to be a fun and challenging title.

 

How Does It Look?

Nogalious aims to replicate the earlier days of gaming.

Nogalious captures the classic PC era of gaming perfectly.

Nogalious is a very simple game. Objects are defined and the character stands out. Enemies can at times blend in, red bats and red clouds for instance, but the aesthetic suits the game well.

Items are often obvious, though at times can be obscured by the low-level of detail making it hard to see what you need to do.

As the game is a puzzle platformer of sorts, you need to examine each screen carefully to identify your objective, usually a key, to be able to pass to the next screen. This can involve pushing or pulling graves to align them, or killing all the enemies.

Of course the soundtrack is suitably retro, and captures the gothic feel of each stage well.

 

How Does It Play?

Nogalious isn't always a pleasant walk.

Nogalious can sometimes be a bit challenging…

Gameplay is as noted above, find the objective to grab a key to move to the next screen. Progress through each screen in a stage and finish the stage.

Along the way will be special stones and weapons for Nogalious to use. These range from a sword, a boomerang, and even timed mines. Each of these works differently and can be cycled through, so finding the right one is key for each situation.

Sometimes the way forward isn’t particularly clear, and this can come down to either the visuals, or the translation. The translation for Nogalious is odd in that while it gets the basics across, the language barrier proves difficult when explaining finer mechanics. With experimentation though it doesn’t take long to grasp.

Nogalious himself is very easy to control, being able to attack, jump and pull or push objects. Oddly jump is assigned to pressing Up, but this is simply a matter of adjusting. You have fluid mid-air control, but be warned as some platforms are less solid than they appear.

 

Let’s Talk Problems

Sometimes the solution is hard to see.

What do you see on this screen? Do you see a way to lower the water?

Trying to find the solution to a screen requires precise assessment of the pixel art. On the screen above you have a branch on a tree that will lower the water level and let you find the key to progress. Of course, this isn’t immediately obvious.

Another problem with the above screen is the crows. Given Nogalious perishes in a single hit, and they can eat away at the respawning vines you need to climb and jump between, and contact damage is also fatal, care is required.

There is a degree of randomness to this all. How much of the vine they chop away depends on where they land. Further, jumping between vines requires you to first jump and then move, making it feel more awkward than need be.

The final issue is, unfortunately, overall difficulty. The challenge in each room can vary greatly, and your limited lives and fragility lead to using your limited continues at which point, well back to the start.

This is a game about mastery, so a lot of trial and error will get you to the end.

Expect to die. A lot.

I saw this a lot…

Overall?

Nogalious is a fun game held back by its reference material. It’s still a great time, but the less patient gamers may find it a bit much. It’s fairly short, but the amount of (Mandatory) replaying will leave you chasing that high score if you are persistent.

I recommend this quite easily to fans of classic challenging titles.

If you want to see the game in action, we have a short stream below:

Thanks for reading everyone, and don’t forget to share what you think of on social media or try it out for yourself on Steam. While you are here, check out our other Impressions pieces! Until next time, Happy Gaming!

Impressions: Tiny Hands Adventure

Tiny Hands Adventure is a charming little romp of a platformer from Blue Sunset Games. What did we think of Borti’s debut adventure for bigger hands?

 

Free Product provided generously by Blue Sunset Games!

Sometimes simple is better than messy.

Tiny Hands Adventure is a nice and charming 3D platformer

Tiny Hands Adventure is a game that manages to evoke its reference material and present some new ideas to forge a unique identity. What you ultimately get is a solid experience full of charm and unique ideas, but nothing truly stellar. Good, but not super amazing.

 

How Does It Look?

Tiny Hands Adventure has a lot of variety!

Tiny Hands Adventure is actually a quite attractive game with a lot of variety.

Tiny Hands Adventure is a very charming game. Not confined the dinosaur appropriate locales, the games has you climb lighthouses, traverse swamps, top-down view mazes, inter-dimensional stairways and even a comic book. While it may seem to be a visual mismatch, the game maintains its identity even though different settings.

On PC the game runs perfectly fine. No issues with resolution of frame rate, that I can see. On Nintendo Switch, I cannot say, but it stands to a reason a fairly simple game should have no issues.

Sometimes the worlds may look a little empty or flat, and the text certainly isn’t as refined or well implemented as it could be, but it’s functional. Everything is appropriate and accounted for.

I also have to say, the soundtrack is really good. Not a dull track in there, a good range of styles and lively beats.

 

How Does It Play?

Even with a controller on PC the game was very responsive.

Tiny Hands Adventure is a very nice feeling game in the hand.

Gameplay in Tiny Hands Adventure is simple. Progress through each stage in a tier, in what order you desire, grab the main collectible and finish the stage. When all 4 collectibles are assembled you can take on the boss.

Boss battles are perhaps the weakest aspect of the game as a whole, lacking feedback to being hit and at times either being too long for a fight that has no checkpoints, or being simply a waiting and dodging exercise. They aren’t bad, but some fine tuning would have been nice.

Beating a boss awards you a “Hand”, an extension of Borti’s standard tail whip. These include a drill, plastic grab hand that doubles as a wider spin, and grappling arms. Each of these are used in various stages, some even requiring repeat visits later in the game. Beyond this though, they feel under-utilised, but give Borti more to do as the game progresses.

Strikingly, the game encourages repeat visits to stages by offering 5 collectible crystals. Some require certain Hands, so making note of the different environmental situations is key. Collecting all five unlocks the harder version of a stage, with a single white crystal to collect, for 100% completion and rewards.

This is a simple but effective way of improving replay value, and while the game isn’t too difficult, the harder stages are definitely where the greatest challenge lies.

Borti himself however, is a joy to control. His weight feels right and his movement, even when using a controller on PC, feels smooth. There were very few times I felt like a death was the fault of the game, and rather my own judgement. He has a wide range of moves including a spin and slide, so he comes well equipped, though these feel under utilised until later, as the level design is often rather basic and doesn’t require much use of these advanced moves.

 

Let’s Talk Problems

Sometimes you can make Borti a super T-Rex

This game does have some rather entertaining bugs

This release is by no means flawless. As a smaller title errors do slip through. Sometimes you may find something isn’t quite solid, or a hitbox is a little misaligned on some spikes. Regardless, the game still manages to be fun.

The aforementioned issues with boss battles stands out as a real low point, as does the lack of enemy interaction, instead acting as stationary obstacles.

The game could perhaps come off as boring to some with its relative ease and simplicity, but to others this may be a positive. That is for the individual to decide.

Finally, and this is a purely personal problem, the explosive boxes in the game aren’t distinguishable enough from their standard counterparts, with the explosive graphic only appearing on some sides and the colour (Because I’m colour blind) being near identical.

 

Overall?

Tiny Hands Adventure is a game that occupies the same space as Sonic 1 and Crash Bandicoot in my mind: A solid foundation. With that said, I can recommend the game to platforming fans, and the concept of a T-Rex looking to expand his reach is ripe for picking.

I can only hope like the aforementioned examples, a potential sequel to this game would take the concept and run with it, with crazier worlds and more varied and useful Hand upgrades to Borti. The concept has a lot of promise.

If you want to see the game in action, we have a forty minute stream below:

Thanks for reading everyone, and don’t forget to share what you think of on social media or try it out for yourself, on Steam or Nintendo Switch. Until next time, Happy Gaming!

Steam is Pretty Much Gone for Indies…

Admit it, you all saw it coming right?

 

Steam has been heading down this path for a long time, and as the monopoly force behind digital distribution for PC games it has just sat and done nothing.

 

So what has happened? Well FDG Entertainment revealed that yes, Blossom Tales on Nintendo Switch in only three months, outsold its Steam release by 20 to 1. This has allowed the developer to stay in business.

A game styled like Zelda on PC has every opportunity to explode into a critical and commercial success on Steam. Low barrier to entry, great game, great basis, all a recipe for success. Alas, Steam failed.

It failed to deliver on what should have been a smash hit. It was buried under the waves of hundreds of weekly games and tech demos poured onto Steam in a market with no curation whatsoever. But that one move over to a console gave it all the light it needed.

It cannot be understated, it kept a company in business by moving away from what IS and SHOULD BE a huge market.

But it isn’t, at least not anymore, and its unlikely to ever be again.

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Steam has long been the bastion of indie games, propelling lesser known studios to stardom to then propel their own games with their own marketing bucks to an even wider audience, rather than risking being a drop in the bucket trying to make a wave by luck.

Of course now, you are almost guaranteed to be a mere drop in the bucket. Steam doesn’t care. It got its fee – the users likely can’t find you, curators can’t curate, the market is over saturated.

The recent Nindies Showcase, while showcasing 14 games, was met with a lot of “Is that new”? Turns out a lot of the games are coming FROM Steam, where people didn’t even know they existed!

steam-greenlight

Back with Steam Greenlight, a mess though it was, games were announced to be coming to Steam via the program. It was a big deal. Now with Direct, the entry fees haven’t changed – the curation has demonstrably gotten worse – and the games just sort of…appear.

That’s all that happens. Games just…show up. No fanfare. Valve got your money now go try to sell yourself amid the wave of new games coming tomorrow.

 

A better way to word it, is imagine trying to sell your game, but your only chance at making enough money to break even is to basically be the Wii. A flash of lightning in a bottle. That system got huge success due to the right ideas to the right people at the right time.

On Steam, you need to be lightning in a bottle, and it needs to be immediate, or the wave of sewage will come and douse you.

 

Oh, and Steam also has THIS issue:

 

So that is where we are now. Games are finding more success on curated store fronts, where the console makers, Sony withstanding it seems, are more than happy to push indie games. They know these small developers will one day be the big shots. It’s a shame Valve has left itself become complacent.

 

As for the PC side, I can’t see things changing. Valve is in a position to not be challenged in distribution, so unless a platform for indies appears and explodes, you’ll have to be lightning in a bottle. Every day on Steam that window gets smaller and smaller though.

 

Thanks for reading and sorry for the huge delay and absence! Things will begin to pick up slowly! Let us know what you think of these revelations (It was obvious really) and see you all next time! Happy Gaming!

New Years Resolutions for Gaming Companies!

2018 is here, and I’m tired of the problems that companies present. A lot of them can just be sorted easily, so here are some resolutions for them all.

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STEAM

I’m opening with Steam for the simple reason that as a platform it has the most work to do to change.

Firstly they need to kill off Steam Direct and start using actual staff for curation and in turn solve the highlighted problem of visibility for games, and the use of asset flips. Any platform should not be receiving 6000 games in 10 months, let alone in a few years.

Secondly, in addition to curation of games, actual customer service will be a must. They have some customer like refunds, though it has been proven that is a bit lax, and even with that they still lag behind in terms of actual customer service communication, with some queries being fast, and some taking days or weeks. This is an area any platform needs to get right and with the rise of third-party related issues, this has to be addressed.

For Steam in general, it mostly comes down to manpower and recapturing that desire to evolve the PC gaming space, however as the dominant platform in that sector, it’s unlikely at this stage unless something overtakes them.

 

activision

 

 

THIRD PARTIES

So this is a big one. Perhaps the most shocking thing in 2017 outside of how good the games were in general, was how far third parties fell almost simultaneously.

Micro-transactions and lootboxes do indeed have a place in the games industry, however, it most certainly is not in full priced games, and absolutely not for progression or gameplay advantages. A pay to win structure doesn’t work in full price games. If the game was free then sure, there is your monetisation, but with already heavy season passes, full price games and additional DLC, it has become a bit ludicrous.

Secondly, PR! Perhaps Bungie has been the biggest culprit of this but that’s not the exception in recent months. Destiny 2 became an apology loop with each update and fixes for basic things, or things that should have been improved from the original game, were purely reactionary to backlash. Further to that point, EA has truly put their foot in it, with the contempt aimed at gamers being duly noted.

Finally, third parties in this coming year need to stick by what they say, and stop treating gamers like fools. Bandai-Namco and their “Show your support and maybe” approach to getting people to advertise their games for the promise of a Switch port is one thing, when done numerous times, but then the obvious tomfoolery from other companies beggars belief. 2017 was very much the year when the community bit back. Let’s hope they reflect on it.

 

bullshit

PLAYSTATION

PlayStation is in a tricky spot. On one hand they have almost monopolised the industry, with sales left and right. One thing they need to do is keep the games coming and keep dropping fan favourites but also not lean on remasters too hard. Additionally, they need to avoid a repeat of 2016 and front loading all their first party titles.

Next, VR. 2 million sales is nice but the asking price combined with the price of a PS4 demands killer apps. Those killer apps need to come sooner rather than later, otherwise the market will stagnate. VR has a bright future, once revised and refined, but it needs to sell on concept first, and the concept needs big hitters. The catch is Sony isn’t known for supporting two platforms equally.

Next is doing what fans want. We want cross-platform play. Every other system has it. We want backwards compatibility of higher quality and frequency than we have had for the past few years. These are areas that Sony is being left behind in, and as much as they want it to be all service based in future, I don’t think other industries and infrastructures are ready yet.

Finally, don’t announce games so early anymore. The “Holy Trinity” of E3 2015 has only had one release so far and the other two are vaporware. God of War STILL doesn’t have a release date, and Spider-Man is likely to show up for the third E3 in a row. Further to this, don’t go to so many conferences, at least not within 6 months of each other. Spread them out, otherwise we end up with PSX 2017 being a repeat of Paris Games Week which was a repeat of E3, which was a repeat of the last E3.

Oh, and put a better damn battery in that controller. It’s laughable.

 

Xbox-One-backward-compatible-Compress.Photos-1

XBOX

This is tricky. On one hand, hardware wise, Xbox is fine for now. The One X is the enthusiast machine and the One S can live as a UHD Blu-Ray and streaming box. One thing it lacks is games.

It gets a bevy of third-party releases, but first party is terribly lacking. Most releases were pushed to 2018, but even then you can count them on one hand. I fully hope HALO 6 is a 2018 announcement at the very least. This is an area they need to heavily work on.

Second is Japanese games. Sure the brand isn’t big….at all…in Japan, but it will help reach a greater audience that the PS4 and Switch hit. As it stands Xbox is very much a Western device, and that’s its weakness.

Backwards compatibility needs to continue as is, as does pushing cross-play across platforms alongside developers and Nintendo. The PC support via Windows Store is nice and it is clear the future of Xbox is a service over a dedicated box on its own, but the focus cannot shift too far from selling consoles.

Stop shutting studios and show off that fabled (HA) AR/VR gadget you’ve got going on.

 

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NINTENDO

So what can Nintendo do after an incredible 2017? A few things.

Firstly, mobile. Keep going as is, with not at all invasive monetisation (Seriously, Fire Emblem Heroes is VERY generous!) and two or three games a year. The view that the revenue is funnelled into game development and the games exist as an entry point to the main games is genius and seems to be working well.

Secondly, Directs. Keep the current format for Nintendo Directs and their frequency. These are amazing ways to communicate with consumers and get news out fast and in great volume. Sprinkle some Nindie Showcases and game specific presentations in the year, and the communication front is set.

On to Nindies: Don’t stop. Maybe rework the eShop for visibility purposes but keep those indies coming. The sales don’t lie and nor does the consumer response: Switch is an indie dream machine and in the wake of PlayStation apathy and Steam being a mess, this can be readily positioned as the new home for indie developers.

Regarding services, outline the Online Service at some point during the year, it’s feature set, and other aspects like the free games and discounts and such. I won’t expect Xbox Live levels of incredible, but enough to justify £20 a year. If you are feeling generous, maybe a Virtual Console service? Though that has in past damaged eShop sales for indies, so maybe stick with the Classic Mini systems instead, with an N64 one this year?

Get more third parties on board and if need to, keep paying them for games. The shining hopes are there with DOOM, Skyrim and soon Wolfenstein, as well as L.A Noire proving a hit. Now is the time to pick up steam. Ports of older games get a new lease of life and modern games can run with some effort. So bolster that library.

First party releases need to maintain speed, and the big game a month approach also should maintain. One or two months without works fine, those typically end up being third-party dominated months like November, so work around that.

Finally, slowly phase out 3DS. As I have mentioned before it is a budget option now, and with smaller titles, localizations and third-party efforts coming in 2018, it’s time to let it simmer and slowly phase out.

Maybe a Switch price cut too, towards the end of the year? That’d be cool!

 

 

And those are some gaming resolutions and a to-do list for companies this year. May we hope they all come true. Some will, as some are safe bets, others are merely hopes and wishes. If you liked this article, give it a share on the social medias, and I will see you next time! Happy Gaming!

 

Valve: Why Did You Stop Evolving?

Valve created Steam well over a decade ago now, with the sole purpose of reinvigorating, restoring, and evolving the PC Gaming place. So why the hell did they stop?

 

I will open this by saying, while I am very much a periphery to PC Gaming and its largest audience, I have been aware, involved in, and observant of it for well over 5 years. In those 5 years, I have seen my housemates, friends, colleagues, all using it, but I never dived in. Something felt wrong.

That something, was how I was always reminded I was looking at something from the mid 2000s. Clunky, albeit robust in a way, but the impression I always got from it was the “Ma and Pa store on the high street”. Quaint. Funny. Quirky. A great idea that needs to grow. That’s what people said about it. In some ways, yeah back when it was new, that probably actually was the image it had. So why in 2012 did I still see that?

steam-greenlight

The thing with Steam is that it’s the primary digital distribution platform for PC. Sure you have Humble and GOG, but they don’t come close to the market share. If you want games, you use Steam. If you want deals, they can often offer great deals, just to keep that competition down, as they’ve been there the longest, and have accumulated a lot of wealth in the back pockets.

Valve created Steam as a way to revitalise PC Gaming. It had hit a slump when Steam first came along, it needed some solid store presence, and that was Steam. You can get refunds, you can get games with great deals, download them to your device, and pray you can play them without some additional DRM getting in the way (I mean, Steam is DRM).

In the mid 2000s, sure, that was awesome. in 2017 though, and even back when I first saw it in 2012, has it evolved much? No, not really. Steam has numerous problems, all traceable, as far as I am concerned, back to one thing and one thing only. The two main problems I want to focus on though, is functionality, and content. They have the same root cause however.

why

Look how far I had to go before I stopped seeing “Released on Today’s Date!”

 

Starting with functionality, Steam is a bit of a mess. It’s all algorithms, something now even YouTube is realising probably isn’t the best way to handle things. Games are suggested half-heartedly, there are “Alleged” content filters for you, it’s very automated. It’s mechanical, a process. That very process with some things is unrefined. Take for instance screenshots, because you can’t just PrintScreen stuff, you press F12. But to view said screenshot in your accounts gallery, listed under your account, there are steps to take.

I actually asked some PC aficionados why this is. They said it’s because you don’t want all your screenshots being viewed publicly. I told them, well like on any other platform, they should just be saved to your gallery, where you can then edit and set permissions as to whether some are private or not. Simple stuff. Turns out, you can set permissions like that, but not from within the gallery, but from within the incredibly small “Main” menu at the very top of the UI, under Screenshots, which is where you go to publish screenshots before they enter your gallery, and I have to ask, why? Why has this system been left in place when across almost every platform imaginable, it is streamlined and simple? Why did Valve simply stop evolving Steam, something they made Steam to do in the first place?

wut

But that isn’t all. That is minor functionality compared to refunds. In the event of a refund, it is only eligible within two weeks, and two hours of play time. So why, please someone tell me, can someone live stream an entire game, just under 4 hours, and then live stream themselves being awarded a refund with a false reasons given being “I bought the wrong game”? Let’s ignore the fact they live streamed it, and question why the hell Steam awarded a refund for a play time that was out of the rules they themselves set? Do they just not care? There has to be someone on the other side right? Otherwise that wouldn’t just go through an automated system!

This is baffling. Steam has these rules in place and they can just be walked around. Casually is if nothing is wrong with that. This loops back to the problem of content now.

It has been well documented by critics such as Jim Sterling and others, that Steam has a curation issue. No one is actually at their desk doing anything, and if reports are anything to go by, Valve doesn’t have a defined structure, staff just do whatever, and having seen Half-Life get a patch earlier this year I can believe that.

steam-greenlight

Steam left curation to the community. A bold idea, back when it had the Ma and Pa store look to it, but now, Valve Corporation, you should have staff. God knows you have the cash to do it! But back to curation, Greenlight, as anyone who leaves something up to a community will know, was a disaster. Abused, broken down, and indies felt their genuinely good games are, well, buried really. They are.

Now with Steam Direct….let’s not even go there. It’s done nothing. It hasn’t helped. The entry fee is the same as it was for Greenlight, which doesn’t help matters, and it seems like there is less curation. Indies have become openly resentful of the situation, and I have to agree.

In a 10 month period where 6000 games are released on Steam (Yes 6000), which is a 50% increase over the whole of 2016 at 4000, one has to wonder why a single platform is getting triple the games that the PS3 got in its lifetime, in less than a single year. Why is this the case? Does Valve not have any concept of curation? No, they don’t, and we come to what I believe is the root of the issue.

csgo.0

Money. Valve is swimming in it. They evolved the PC space and made bank, competitors can’t come close to their market share as they have the funds to flash sale away and keep people in the ecosystem.

Valve even makes games! Well, I say that loosely. They made a few games, maybe once or twice a decade, and just rolls in micro transactions and DLC sales, and of course, a cut of all those submission fees they get from Steam Direct, and every game sold on Steam. Now as for why I say they make/made games in a loose manner, is because…well a lot of them they just bought, or were mods of games that they published. Valve themselves do very little, they don’t need to. They can sit and be happy.

Steam was created to evolve PC gaming. But Valve, being a corporation, as much as they like to say and act otherwise, has hit the gold rush and stopped. They don’t need to anymore. They don’t need to be proactive, keep pushing with their philosophy, or even make games! Money just makes itself now, and the rest of the world is evolving past them. Valve has become purely reactionary, you can see that with how they handle even controversy and poor games: It’s all after the fact.

 

 

Valve….I mean at this point my only suggestion is hire people. Get a corporate structure, get people to actually work. Or any day now, hopefully, someone will come and evolve the market in a way you should have done ages ago.

 

 

Thanks for reading, and if you have any comments or want to share this with friends, please do so! Thanks for reading, and Happy Gaming!