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!

Ys VIII: Lacrimosa of Dana (Nintendo Switch) | Review

Title: Ys VIII: Lacrimosa of Dana
Platform: PlayStation 4, PlayStation Vita, PC, Nintendo Switch
Reviewed On: Nintendo Switch
Developer: Nihon Falcom
Publisher: NIS America

Copy Provided By: Bought it with my own money!

Ys VIII: Lacrimosa of Dana

“Yeah, I Am AWESOME!”

 

If you’re wondering where I have been since my last article, this game is the sole culprit. Never since Xenoblade Chronicles X has a game grabbed my attention so thoroughly and kept me hooked from start to end over nearly 50 hours of playtime.

First I would be remiss to not mention the soundtrack. As I have been told is normal for Falcom titles, this game nails a mix of sombre, energetic, rock and orchestra at just the right moments. Such variety keeps the game from feeling stale and helps push it’s identity as an adventure first and foremost.

Below are two examples of this varied soundtrack: The Theme of Dana, and the theme for the first area of the game proper.

 

Story of Ys VIII?

In terms of plot, Ys VIII is relatively simple. What you get is a very personal story, around a group of castaways on an island simply trying to survive and escape, before the greater mystery unveils itself and the two segue into each other very well. The star of the show isn’t the overarching plot lines, which do keep you guessing, but the Castaway Village.

Every character in your party of 6, or any of the people you rescue, and wholly unique. Some are snobbish aristocrats. Some are military men with a more artistic side. One is an insufferable artist. This clashing of characters and ultimate teamwork is incredibly satisfying to watch as almost everyone accepts that they are kindred spirits despite their backgrounds.

You spend a lot of time learning about them, via the timed side quests you get, and gifts you can hand to them. This raises their approval, which improves how you do in the Raid defense missions and Hunting missions. Maxing out Approval nets you a fully voiced heart to heart conversation with the character in question too, revealing more about the small but varied cast.

Of course, raising approval, taking part in raids and hunts all raises the main character, Adol Christin’s, “Reputation”. With a high enough reputation stat by end game, you earn the best ending and bonus content.

Some typos do litter the story.

Sometimes the text in Ys VIII can be a funny read though. But this is rare.

How Is The Gameplay?

Ys VIII is an Action RPG. You use Y to switch between your active party members at any time, which is handy for enemies that require a certain weapon type.

This kind of dynamic means you will never be short on health, and battles can be quick or slow depending on the volume of enemies and how you approach them. Using charged attacks lets you use Special Skills, which level up independently of characters and have various effects such as counters, ranged attacks, Area of Effects and more. 4 can be assigned and swapped out at any time, just like party members.

Bosses are also a highlight, a range of impressive beasts to take on that all require different strategies.

Bosses in this game can be imposing.

Bosses in Ys VIII can range from small to gargantuan.

Combat is incredibly fluid and frantic, and with status effects and plenty of customisation the game never feels stale, in even in the more restricted Dungeons, where you want to craft meals and bring medicine to help along.

Characters also have gear to equip. These impact stats via one body piece and one arm piece, with two accessories. Further, the Switch release comes with all included DLC costumes for some visual variety.

 

Progression?

Adventure Gear is an excellent feature that assists in what is a Metroidvania style structure. Each area connects to another by either immovable blockade that requires rescuing castaways, or Adventure Gear that is found as you progress such as a Double Jump.

These always come right as you start to feel restricted, and exploring previous areas leads to more items, gear and Castaways. This constant loop of exploring, reward and crafting items, weapons and more, leads to a very satisfying experience.

Of course, side quests are aplenty and do run on a time limit, so a complaint is that you can potentially miss them. Same with raids, that attack Castaway Village periodically, diverting from your current task, though you can fast travel. Side Quests and Raids are essential to the best ending of course.

Ys VIII never stops giving you things to do.

There is always something new to do and see.

 

What About The Post Game?

 

Ys VIII has a surprisingly length post game. There are several super bosses and one very, very, VERY large dungeon to clear that nets you plenty of gear, including a reward of party size adjustment and adding different weapon types to a single character.

All this can then be carried over the New Game Plus, and there is even a Time Attack mode. Plus, plenty of Raids and Hunts come up at the end of the game as well. You won’t be left wanting with this title.

Even completing the map gets you rewards for every 10% so simply walking around is a reward in of itself. This is a game that gives you what you need when you need it and lets you make your own path, and rewards you.

 

Any Negatives?

 

To be frank, this game isn’t the most impressive, being a Vita title originally. This is evident in some shapes and objects, as well as texture work. Passable, but it does look better in handheld mode. The game also did crash once or twice, but that doesn’t detract from my experience due to very frequent autosaves.

The fact you can miss quests is perhaps the biggest gameplay flaw. But, with frequent trips that you make to the Village anyway, you likely won’t miss them if you are diligent!

I suppose there are the odd graphical quirks as well. Some are incredibly hard to replicate, so the frequency is uncertain, but it never detracted from the experience.

Sometimes the game...acts strange.

Feeling okay there Hummel?

This is my final takeaway from this game. The odd quirks and errors in text are by no means a detraction from the game. The gameplay is exceptionally solid, the game is rewarding, and most of all Ys VIII never slows down. There is always somewhere new to see.

 

To Conclude?

Ys VIII: Lacrimosa of Dana is an entry in a franchise I am ashamed to say didn’t catch my eye until Nintendo shoved it in my face earlier this year. I see this sentiment from a lot of people in all honesty, so the new light should push the series to new heights. It absolutely deserves it.

Ys VIII on Switch, for all it’s technical snags and weird text, is excellent. Simply an outstanding Action RPG well worth your time playing and enjoying.

I don’t say this lightly, but Ys VIII is my favourite game of 2018 thus far. That surely speaks for itself.

 

Thanks for reading, and if you like, you can check out other articles on the site! Sorry I vanished because of this game… but exciting things are to come. See you all later and 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.

share_steam_logo

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!

My History with YouTube, and Capcom’s with the EU Market…

A dual article for you today, covering both my history with the YouTube social media platform and its recent changes, and the insanity that is Capcom EU.

unnamed

So my history with YouTube is a storied one. I started back in 2009, May to be exact. Playing games, going for completion, all that good stuff. I was 13, and I hate thinking about it! But we all start somewhere.

Over the 9 years I took a two-year gap for my education before a re-launch with my friends, where we all played games together and the company made it easier for me to talk, and be more confident.

This continued, we got a capture card, now replaced with a superior model, and it maintained until 2016 when I finally got off my butt and got a decent PC for better quality both audio wise and for visuals.

btguni

Back in 2013 YouTube changed the rules for the partnership program, allowing almost anyone to become monetized. Now YouTube was never about the money, personally I do it because gaming is my passion, and as the years went on I felt more and more confident in my media abilities.

When this change happened, I set a goal: Only allow myself into the program when I reached a goal I felt was acceptable.

By September 2014, I was part of an excellent MCN, and had the support of a community and staff behind it when needed. I only did this when I felt right, not when YouTube told me.

wutt

But growth felt like it stalled. My drive died over the 3 years I was at university…like everything else in my life at the time, and I felt quality, quantity and more fell behind. I began thinking of format changes, right around the time I knew I was moving back home, coincidentally right alongside the announcement that YouTube would change its policies slightly to create a 10,000 lifetime view requirement for channels to be monetized, back in April 2017.

Then of course 9 months later the goalposts moved again. Now it’s 1000 subscribers and 4000 hours of watch time in 12 months, in addition to the lifetime views. As such, we lost access to monetization and any features associated with being partnered – What those are, I am not sure and nor is my former-MCN, because honestly expecting YouTube to communicate is laughable.

But that announcement was what finally spurred me on with those changes to format, moving to a live format, mostly on Twitch, and making a wider transmedia brand. Seeing the goalposts constantly move not even a year apart with little warning, poor communication and more, led me to make the moves I don’t regret one bit.

Making content is easier and better looking. I can engage with the audience more. Everything worked out better. If I ever become eligible for Twitch Affiliate status or more, chances are I wont take it, just like with the partner program, until I hit MY goals, not one set by a platform, that will likely change arbitrarily within 9 months.

Do I disagree with why YouTube made these moves? No. YouTube is a near constant black hole for Google and something had to be done when media began blasting it for monetised content that really shouldn’t be monetised. What I don’t agree with is the poor communication on what will and won’t be available to those affected, nor the guarantee the goalposts won’t constantly move.

 

Capcom_logo

 

Now, on to Capcom, since we are talking about financial black holes.

 

Capcom and the EU market have what I would call a bad relationship. Back in the NES and SNES days, let’s take Mega Man for instance, Nintendo or some other random publisher had to publish the games here for them, which lead to Mega Man 6 never being released here until the 3DS happened.

But the Mega Man Collections on PS2 were never published here either. Mega Man Star Force 3 never made it here. Battle Network was published by Ubisoft in the region.

Jump forward to now and you would think the issues of the past were gone, but no. Both Mega Man Legacy Collections have physical releases on PS4, Xbox One and Switch…but not here. Couldn’t tell you why, I’m sure only Capcom knows.

This is next to the laughable cheap skate attitude around the Switch port of the Legacy Collection Double Pack, which has a 500MB at most game on the card, with a download code for the 6GB game. Why? Capcom.

mmlc

Of course we don’t even get that release here. Digital only.

Resident Evil Revelations got the same treatment on Switch. Here in the EU there are physical releases of both games on other systems, but not Switch, and Capcom cited “monetary reasons”. Basically they don’t see the market for it.

I have to say thank God for digital, otherwise it’d be the 90s and 2000s again for us.

But this goes beyond Capcom now. Nintendo is publishing the physical EU release of Dark Souls, for some reason. Is the EU really that hard for publishers? Are most 3rd party Switch games going to be handled by external publishers now if we want them here at retail?

 

Capcom has slipped back to treating the EU like it did in the 90s. Limited physical releases and even then only on certain systems, or mandatory downloads for Switch games you get physically. Of course Capcom isn’t the only one guilty of this, and in the case of Revelations there was a logistical reason for it, but for Mega Man, someone should let them know 8GB cards exist.

The way other publishers are going about things, especially on Switch, the EU regions feel more and more like a last-minute effort market. Maybe it’s the multiple expensive ratings boards like PEGI and USK. Maybe it’s the currencies, or the logistics across borders. Who knows.
All I know is the EU market is becoming the afterthought again, and if that is the case, the digital future can’t come soon enough. Even then we get games months late.

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.

share_steam_logo

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.

 

fifa18-switchpage-switchontable-lg

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!

 

Sonic Forces Has Some Dire DLC…

I never thought I would write the following words: Super Sonic is DLC.

 

Okay, so before we go in to this, we need context on both Super Sonic, and Sanic.

Sanic is a meme. Honestly I would love to just leave it there and have it expunged from the game entirely, but the series has decided to embrace the crudely drawn MS Paint rendition of Sonic, dubbed “Sanic”, in ways that move beyond just the TV Show as a reference (Alongside the fan-fiction of all things) and a nod in LEGO Dimensions.

whys

Sanic is available, for free, in all copies of the game, as a t-shirt design for your custom character. Okay, at least it’s free. I mean I would honestly prefer it if the series was a little more….delicate? about being self-aware, rather than just opening the door and saying “Yes, all this mockery online is entirely just”. We all know how the mockery of a fan base can actually impact people mentally, it’s not a very smart thing to do, just let folks enjoy what they enjoy, you know?

I think there is a fine balance between being self-aware and poking fun, and straight up embracing what was a joke meant to demean the franchise and it’s titles (Because many have been lacklustre prior to 2010, and a couple since) feels like…almost giving up. Like the series has no integrity anymore. On one hand yes, nice joke, and in some loose ways it does fit the avatar creation side of things.

On the other hand, you put a reference to a meme used to demean the franchise…in Sonic Forces. 

225669_screenshot_01_l

This is a game that is hardly “Good”, instead treading the fine line of mediocre to plain boring, it has obvious development problems, clear instances of things being scrapped and restarted, insanely short levels and not very fulfilling gameplay, and what do they do? Put some DLC in the game used to mock the franchise. Did they actually not see how amazingly self-fulfilling that is?

zl_Cfz_RKO7_Kwulz_Sv_Ts

But anyway, on to Super Sonic. This little feature has been a part of the games since 1992 in Sonic the Hedgehog 2, usually as a reward for certain tasks, like clearing the Special Stages, or for the unlockable final boss throughout the mid-2000s.

Super Sonic did return to fully playable status in 2010 with Sonic 4 and Sonic Colours (The first time ever in 3D), and this has remained the case for Generations, Lost World, and Mania. Super Sonic has been there as a reward for completing the game, or certain milestones.

So Sonic Forces came along and in the PC version they found inaccessible (Though later accessed and fully playable not long after the game came out) code for Super Sonic. It’s in the game, fully playable. I assumed it was just dummied out. I wish it was.

So again, for 25 years Super Sonic has been a part of the franchise as your reward. An in-game thing meant to reward you (Or beat up a final boss in some cases). In Sonic Forces however, it’s in the game, but you can’t access it. Unless you pay up for some DLC of course.

sonic2

Yes, for the first time ever, this feature of the series for over two decades, is now on-disc DLC. I am absolutely dumbfounded and also surprised. It’s free for around a month, but as of late January, cough up some dough for Super Sonic.

untitled3

This is honestly a problem that goes further than the Sanic DLC, as this is removal of a series staple and put behind on-disc paywalls. It’s very egregious, and frankly one thing it does have in common with the Sanic DLC is the feeling that it’s just rubbing salt in the wound.

We had it so good, heck Sonic Mania was months ago, and this game comes along, from the team that brought us Colours and Generations, two highly loved games, and it falls flat in so many ways. To rub it in how unfinished the game feels, we get to wear a mockery of the series made official, and pay up for things that used to be standard.

 

At the same time though, as we have talked about here before many times, this feels like it is becoming the norm. Things you used to be able to just do are now locked behind cash, and the games mock you in the same way trolls on the internet do.

I don’t know what is worse really: Seeing Super Sonic become on-disc DLC, or having to see a meme people have almost weaponised in a game so utterly mediocre it surpasses parody and enters the realm of “Oh we know”.

 

I guess we can rest easy knowing Mania 2 will be a thing?

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!

Mega Man 11 Exists, and Why My Jaw Is On The Floor!

Where the actual hell did all that come from, Capcom?

 

Wow. So I’m in a moment of absolute shock. Given Capcom’s recent actions, I expected absolutely nothing from the Mega Man 30th Anniversary stream. Not one thing. After Legacy Collection 2 skipping Nintendo Switch, all the cancelled games, their other shenanigans with other franchises and attitudes towards platforms, I just figured it was merch.

 

My foot is firmly lodged in my mouth.

mlteb53sijgqlpwgsvum

So let’s start with this: The Mega Man X Collection, featuring X1-8, with the first ever re-releases of X7 and X8, and in the EU, the first ever re-releases of X4-6. I am overjoyed at finally being able to sink my teeth into the PS1 titles, since otherwise I’d need to seek original copies. This is a huge deal both for EU gamers, and gamers world-wide, and of course, it’s coming to all platforms.

Then we have Mega Man Legacy Collection 1 AND 2 coming to Nintendo Switch. After the sales success on 3DS one has to wonder why this didn’t happen sooner, but they have amiibo support, and the developers expressed regret at not being able to do this sooner.

 

But then, man, Mega Man 11. Who saw this 2.5D styled, really cool looking HD title coming, to be released late 2018? The entire project from the developer interviews reeks of passion, and they admitted they wanted to evolve and resurrect Mega Man, and Capcom has finally allowed them to. This entire endeavour looks like something passionate developers and veterans of both 2D gaming and Mega Man as a series have wanted to make for years.

yessss

Can I have this as a wallpaper please?

 

Capcom, I am very harsh on you. I still think a lot of your decisions on a corporate level have been restricting to developers regarding budgets and time limits, and shoving certain platforms (*cough* Switch) to one side even though it would benefit you is exceptionally stupid, but one thing is clear.

You have finally let the chains off of Mega Man, the developers can make the game they want to make, that we want to see, and I can’t thank you enough for giving them that freedom.

Now roll on 2018 baby!