Virtual reality is made for games like Good Goliath, where players immerse themselves in the fantasy of creating havoc as a giant. Grab and toss people or the weapons they hurl your way as successive enemy waves seek to bring you down. It's standard fare that's elevated by the unique perspective, fun scenarios and overall polish, though the sometimes imprecise and repetitive gameplay threaten to cut it down to size.
First, a disclaimer. I've played for hours, but so far have progressed only through the first third of the game (more than three of nine levels). I'm admittedly not the most coordinated gamer. So I will (and you should) keep that in mind as I discuss what is generally a fun game to begin with that most gamers will likely enjoy for its sheer scale, sense of humor, intuitive gameplay, inspired art design and quality production values.
The first thing players will notice in this Knocktwice Games release is the entertaining voiceover that introduces them to the plight of the giant. The narrative and storybook delivery create a fairytale premise for the misunderstood Goliath, who intends no harm and just wants to return home but has alarmed people by appearing at a time when giants no longer roam the countryside. This conflict provides context for the confrontations to follow.
While the story provides the foundation for the action, players will be motivated not just by survival but by scoring. All damage dealt by gamers is tabulated for a final score at the end of each stage and bronze, silver and gold medals awarded at the end of each level, if I recall. Extra points are awarded for multiple hits, long distance, etc., as well as for taking no damage and clearing a stage quickly. Bullseyes encourage extra target practice.
Of course, players won't need such encouragement when faced with waves of villagers, knights or pirates, and their catapults or cannons, or tougher enemies such as witches, conjured or captured giants, and section bosses. Gamers will be too busy fending off or returning fire with pitchforks, halberds, lances, barrels, explosive barrels, cannonballs and even wagon wheels, boulders, sharks and fireballs.
Gameplay boils down to outlasting waves of enemies by avoiding incoming fire while also snatching some projectiles from the air for a return engagement. And it can be quite funny, as foes will launch their own screaming people at players, who can lob them back or toss them into the ocean to lure a shark, which in turn will do more damage. But do check yourself for pointy objects (pitchforks, halberds, spiked bombs, sharks) and clingy people!
Enemy targets like people or boats can take three hits depending on weapon, though weapons like anchors or sharks are one-hit wonders, and explosive barrels of TNT or bombs can take out multiple foes. And for the record, the latter attacks are sites to behold, with nice particle effects and lots of debris. This is especially true of Peasantville, the first level, which features destructible environments dotted with bullseyes.
For all the damage that the player can do, they're vulnerable to being hurt, too. The game does warn players to tilt their heads to avoid projectiles, but this fool will tell you it's not foolproof. Some attacks during the game can be avoided but others cannot, and players can still take damage. Thankfully, bakers will helpfully walk or float by carrying healing cakes that players can nab with a well placed hit.
This is one of the key gameplay elements. While some weapons will be tossed at the player, others will need to be obtained by hitting a respective target. Critical blows will force people to cough up explosives, boats to launch their anchors into the air, and giant skulls mounted on pillars (pirates are a resourceful lot) to disgorge their cannons. Combined with using people as shark bait or cannon ammo, it's an important strategic consideration.
So how does all this play out? Like the combat in most castle-defense games or horde-type game modes, enemy waves in each level start out simple before progressing to more challenging stages. To begin with, the Move controllers function well, especially given the basic mechanics of grab, throw and deflect. The headset, too, manages to track dodge movements well enough to avoid danger.
Indeed snatching objects out of the air and tossing them back is extremely fun and rewarding particularly the more damage you inflict. Players are literally giving as good as they get, and there is a real sense of satisfaction and just desserts in that effort. Plus, it's surprisingly easy to catch pitchforks, halberds, lances, etc. despite their narrow circumference and quick movement. But the real joy is in catching clearly terrified people or ravished sharks.
This is where the game shines, but also where I struggled. The more enemies and projectiles on screen the more options players have both to select a weapon of choice in any given moment for each hand and also to identify which target to hit. And this happens constantly in real time. Grab lesser weapons to force foes to give up TNT or bombs, use those to cause more damage and/or retrieve the same or anchors, etc.
Imagine dodging incoming attacks while reaching up to snatch projectiles out of the air, swinging your arms down to toss them at explosives carrying foes or boats, raising your arms again to collect those explosives tossed up as debris, dropping your arms to throw them at enemies, catching anchors or other debris, tossing those, while also using foes as shark bait or hitting a baker for healing cake. And repeat nonstop until the wave is defeated.
This also applies to when bosses are on the field, though naturally they present their own challenges as they're tougher to bring down and hurl kinds of boulders at players, all in the midst of smaller foes and enemy catapults or cannons still firing on all cylinders. Helpfully, blue-tinged boulders contain orbs that detonate on impact, though both they and red-tinged boulders have to be punched apart first. All told, battles are high-intensity affairs.
It's during such barrages that players might encounter issues with responsiveness or targeting. I found that the more hectic is the battle and the more quick are my movements, the harder it was to dodge attacks, catch projectiles or hit my mark when targeting foes. This could be an issue of tracking via the headset or motion controllers or, admittedly, worse coordination on my part when panicking under fire.
I know for a fact I'm less adept than others when it comes to demanding gameplay, so I do take that into consideration and make allowances when writing my impressions. It's possible this won't be an issue for many. Still, I always appreciate when developers include multiple difficulties, or customization options to improve accessibility for gamers. And to their credit, Knocktwice Games allows players to adjust Throw Strength.
If I recall, the default Throw Strength is set to 6 out of a total of 10. I maxed out mine and it did in fact improve my throws as farther targets were much easier to hit. But it didn't help me enough. I would have been grateful for other difficulties or a feature in games like The Persistence, which controls targeting (and teleportation) with the headset and, if I recall, uses a targeting reticule. But again, I expect most won't struggle like I did.
In fact, there is plenty of promise to judge by the early levels. The quality presentation, storybook aesthetic, sense of humor and generally well executed gameplay allows them to stand their ground in the shoes of a Good Goliath in a way few, if any, games can. It's worth checking out, especially for players who have better than woeful coordination, and who won't easily tire of castle-defense or horde-style gameplay.
(This post was based on a review code of Good Goliath for PlayStation VR. The game released March 31 on that platform as well as Oculus and Vive.)
(Be sure to check out additional images here: Screenshots.)
It was gratifying to see over 50 works in progress by independent video game developers at the recent DreamHack convention in Anaheim, CA. In its inaugural West Coast appearance, the event that showcases online competition also helped promote games like Undying and Kynseed, which I cover below, as well as Cepheus Protocol, Adventures of Chris, Delphyq and WaveBreak, which appear in other posts.
The trailer for this action-adventure survival game by Vanimals promises an emotional story at the heart of a disturbing journey through a nightmare world. As a fan of The Last of Us, that's hard to pass up. Indeed this tale of a mother's struggle to save herself and her son from an encroaching zombie apocalypse is an appealing premise amid the allure of a stylish setting.
The mother in fact has been infected by the zombie virus so is racing against the clock not only to find a cure or at least to find someone who can help her cure herself, but also to locate a safe place for her son to live and for her to teach him what he needs to learn to stay alive. The boy starts very young and inexperienced, and needs to be taught how to fight, craft, cook, scavenge, etc.
The demo actually starts out as a kind of escort mission as players control the mother with her son in tow. Thankfully, though, he is not much of a burden. I was especially impressed with a scripted moment that saw his mom instruct him to hide and the boy dutifully disappearing into a crawlspace amid rubble. The ability to fight off undead without such worry was appreciated.
In this regard, he'll prove useful even before he learns other skills. His smaller frame will allow him to access areas that his mother cannot, such as crawlspaces or vents, whether to hide or to help solve puzzles or take advantage of co-op opportunities. The demo was an early portion of the game, so the boy's capabilities were limited as he and his mother explored the city.
Urban and suburban areas are among the different zones or biomes found in the semi-open game world. Each has its own distinct activities and events, such as scavenging in the city and suburbs or hunting/gathering in forests. Survival is key regardless of zone, as players will need to carefully manage the health, hunger, thirst, stamina and rest of both mother and child.
The child's happiness and morale will also require the player's attention. For example, if the boy becomes unhappy, he'll be less likely to want to help his mother. It's an intriguing element (that might pique the interest of fans of The Thing video game) that could add an interesting dynamic. If taken care of, her son could be an asset, including during combat.
There are melee weapons and guns, and both mother and son can use any weapon. However, the game and demo begins with the mother protecting them both and she proves capable especially with found objects. Combat is relatively simple to begin with and easy to control. Players eventually can craft weapons and ammunition, as well as improve or strengthen them, as they otherwise can break.
The demo overall was a very playable introduction to the game that showed off basic elements of combat, exploration and story. It was easy to pick up and the highly stylized settings and character models showed a compelling aesthetic from a slight isometric viewpoint. The only issue that I recall was impassable stairs without obstructions, but this was an early build and will be addressed.
The game's biggest challenges will include finding resources and fighting zombies as well as rescuing survivors and facing factions. But Undying is narrative heavy and will be driven by a story that is dramatic and emotional. The story does hold a lot of promise, and the demo was an enjoyable and promising introduction to a game I look forward to hearing more about.
The premise of Kynseed – where players can experience generations of the same family – proved too alluring to pass up, especially when the setting is as picturesque as the land of Quill. Indeed PixelCount Studios includes veterans of Fable games intent on creating charming, eccentric and humorous adventures in a beautifully hand-crafted world.
Gameplay is intended to allow players the opportunity to control a character that ages while they farm, run a shop, explore, etc. and make decisions that influence generations. Gamers can then play as their character's children to expand on the family's legacy and reputation in the unique villages, valleys and meadows of the world as well as the mysterious fairy tale forests.
Villages have their own customs, traditions and festivals as well as villagers with their own attitudes ranging from cheery to humorless. Players can use this information to form relationships and succeed at business. But if gamers want certain materials to craft better items or create more potent recipes, they might have to fight denizens of forest – monsters of folklore or Fae folk – to get them.
I made the most of my limited time with the demo, considering attendees were waiting in the wings and the person at the booth was preoccupied. Importantly, I believe I heard that some of your choices could take years off your life, perhaps due in part to the mystical nature of the Kynseed from which your family tree grows. That would help propel time forward in a game about generations of the same family.
That said, I didn't play long enough to experience such choices. My time with the game was limited to exploring Quill on foot and, happily, on pigback. The pig is easy to control and moves at a fast enough pace that riding one is a joy. Walking certainly is a fine option, especially when you'll want to take your time to enjoy the bucolic setting, but exploring via pig just makes everything better.
Speaking of the verdant scenery, players will rarely find more beautiful wilderness. Pastoral imagery of tall trees amid green meadows of flowers bursting with color and occasionally punctuated by deep blue streams or pristine ponds creates a sublime vision. Subtle animation of foliage blown by a breeze or water gently undulating, plus various insects, animals or petals and leaves, all add to the wonderful aesthetic.
Structures, both inside and out, are just as thoughtfully rendered throughout the landscape. NPCs likewise reflect distinct features and clothing. My overall impression after my brief time with the demo is of world building that is consistently of a high quality. Moving freely between areas felt like an organic, complete whole, though a map or other guidance would have helped keep me from getting lost.
Now, for all I know these exist in the demo but I didn't find them and was without assistance. And admittedly I like to wander instead of follow a path. So I did come across some characters outside what likely was a farm or other large dwelling. I enjoyed the dialog, which involved one of them warning me that I'd better disappear before the owner/proprietor came back as they would not appreciate finding me there.
I didn't know what that was about but was curious and excited to find out, though of course I didn't stick around and proceed to explore some more. I didn't fish when I came across a pond, though someone before me did, to comical effect as they ran around with the fishing line still firmly submerged in the pond.
As mentioned I had precious little time with this demo though I did enjoy exploring the small corner of Quill that I managed to piggyback around in. If those few minutes, and the early access trailer, are any indication, Kynseed should be a game that deserves more attention and a deeper dive by players interested in the kind of experience such am RPG might be able to offer.
For more photos from the show floor, visit here.
The inaugural Anaheim, CA, appearance of DreamHack succeeded in promoting over 50 video games by independent developers, despite its renown as a convention heavily geared toward online competition. I demoed works in progress Delphyq and WaveBreak, which I cover below, as well as Cepheus Protocol, Adventures of Chris, Undying and Kynseed, which I cover in other posts.
This RTS shooter by Beyond Red Wave Arts is designed with a real-time/pause system to provide more realistic tactical combat than available in a turn-based game. The core gameplay mechanic has players controlling a squad by issuing commands to them while the game is paused, then unpausing the game to have the squad execute the commands.
Your squad is made of rebels, seven outcasts trying to overthrow three oppressive corporations that rule the world. They're fighting for a good cause in an epic story about corporate power that is relevant to the modern world, so the developer hopes players will relate to their principles and what they're fighting for and become attached to them.
I'm a console player, so had to get used to the WASD camera controls, including rotating the camera with Q and E. Thankfully the camera can shift to virtually any perspective so monitoring the squad while scouting maps and enemies is helpful. At the start, I clicked and dragged over the entire squad to advance as a group, though detection meant a hasty retreat and more careful tactics.
I didn't pay attention to begin with to abilities or skills like medic, sniper or assault, focusing instead on orders including call, sprint, stance (standing/crouched), engage (attack/stealth) and wait. (Call and wait can be used to chain commands.) Once engaged, I ordered an attack. But also sent some members forward to cover (movements can be plotted, with body outlines indicating if cover is an option).
Enemy units were defeated, but managed to injure squad members. Health and energy can be monitored via gauges, and replenished with area of effect actions, whereby the medic can perform a group heal or the tech can refill energy bars (energy is for shields and a power source for abilities). But resources can run out. For instance, if using power for abilities, the shield is being depleted.
It's therefore important to find charging stations for replenishing one's health or energy. But be aware that only one unit can be selected at a time to use a charging station. When trying to use a charge station on one wall, I inadvertently sent my squad around the wall right into enemy forces, a mistake that can happen at times.
It's especially important to keep gauges full because incapacitated squadmates can bleed out if a timer expires or the unit tending to them doesn't have enough energy to revive them. They are then lost for the rest of the game. There are no reinforcements or recruits. Therefore, as the saying goes, the best offense is a good defense. Careful strategy and tactics are key to making progress.
Part of a good strategy is infiltrating with stealth as far as possible before the squad is forced to engage the enemy (keeping in mind that when in stealth, units won't fire). Once any member is detected, a reinforcements timer will count down. When that happens, it's important for players to get their squad out of danger before the timer runs out.
Once the squad finally engages the enemy, the full game will allow players to implement an auto pause if a squad member is shot. That member might be doing something critical when shot, such as facing something important or about to kill an enemy, and if shot they might turn around. An auto pause will ensure engagement is a conscious decision by the player.
But if all goes according to plan, players will be able to dictate the terms of engagement with the enemy. The call command can be used to coordinate their raid, effectively chaining commands such as using code A to send a unit to one corner to throw a flash bang while using code B to send another to a different corner. When the game is unpaused, the player can watch all the action unfold.
Of course, I learned of all this the hard way when it was time to infiltrate a building. Besides struggling with how to open the door (a unit has to be selected then asked to interact with the door), I didn't realize players can queue commands past the door so as soon as it's opened, the squad can rush through and carry out their respective orders. Though apparently that wasn't working well for the demo.
At this point I was still moving my squad en masse so inadvertently alerted the patrol inside to our presence. I was able to position a few into cover but spread units too thin and some became incapacitated. With the reinforcement timer counting down, I desperately tried to revive units only to place others in danger and my mission quickly fell apart.
This was due in part to enemy AI, which has been in development for more than a year and a half. The studio has worked hard to make enemies intelligent, giving enemies a way to score their actions to determine what is the best thing to do at the time. In our firefight, they immediately took cover, then spread out and advanced under cover, attacking as the opportunity arose.
My squad, on the other hand, was not only handicapped by my ill-advised foray into enemy territory and limited familiarity with controls or gameplay, but by realistic consequences that involved squad members being unable to fire back when hit by enemy fire and moving slowly when injured. Pressing the Z button can undo commands, but even that can't help once the mistakes have piled up.
It's a hard lesson to learn, especially when playing a demo for a limited amount of time and learning controls on the fly, but the key to the game is getting the drop on the enemy to avoid the reinforcement timer and then, once it's triggered, beat it. Players have to get their squad in, conduct their mission, grab everything that they can and get out before reinforcements arrive.
A big part of every mission is collecting intel during primary, secondary and optional objectives. Intel provides key information for future missions such as blueprints, enemy types and charging station locations. When selecting missions, players should choose the one with the most intel gathered. Then they can plot routes based on all the available intel.
Intel will also help determine what units to bring. Each unit has its own specialization and upgradeable abilities. Some have a very short range but when in range they are fast to the trigger; the heavy is for farther distances, but less accurate; while support units are for medium distance. This is to encourage tactical choices, such as engaging with longer range units before flanking with close quarter units.
Beyond Red Wave Arts wanted to give tactical minds a game that's not available. Delphyq is inspired by X-COM, Jagged Alliance and Full Spectrum Warrior, but is a very complicated game that is designed to appeal to a specific kind of gamer. And while it might not appeal to mainstream players, the studio will adjust difficulties later on to make the game more accessible.
The studio also holds out the possibility that a very tactical e-sports type challenge might be possible in the future. But multiplayer is not an option right now as the small studio is focusing all its efforts on the campaign. The team has grown from eight to 11 in the past six months (prior to that, five people were working on it), so the rigors of developing a rich single player experience takes all their time.
The Steam demo is free, so interested gamers can try it out. The game is a deep dive with lots of options for players who prefer complete control from planning through execution. Controls are comprehensive, the presentation is detailed and polished, and gameplay is solid and suspenseful. With time to learn controls and gameplay, Delphyq's take on tactical shooters should find a dedicated niche.
It was a pleasure to see and demo this game again, after having tried it for the first time when visiting the Funktronic Labs booth at IndieCade two years ago. In this competitive on-rails stunt game inspired by classic arcade skating games like Tony Hawk, Wave Race and Rocket League, gamers try to earn as many points as they can in a single round by playing modes such as the main mode of Trick Attack.
Players begin by selecting their character from among six choices of bear, otter, raccoon, dog, owl or crocodile. They can choose from Trick Attack, Free Skate, the multiplayer Deathmatch and Turf War, or a campaign that will feature a very light story and several missions per level. At launch the game will likely have five levels, with one added soon after; all will be quite a bit bigger than the demo level.
There are tasks to complete, collectibles to find and a variety of tricks at players' disposal. X/B buttons allow tricks to be performed while in midair. A lot more moves are planned, with at least four for every face button on the controller and combo moves. MP weapons include a rocket launcher, AK, M4, Uzi and shotgun, while a flamethrower and melee weapon might be added.
The busy booth meant I had to reacquaint myself with the demo controls so eventually figured out some tricks but not soon enough to prevent ill-timed jumps or wayward wipeouts. The reasonably sized map had abundant rails, jumps and landmarks to trigger stunts, plus interior and exterior settings to explore, so players with more game experience could take advantage of the many options.
And while I didn't get to try the multiplayer modes, I did watch the developer demo one of the modes and was impressed with some of the different weapons and the respective particle effects and explosions. The demo certainly is more comprehensive than the last time I saw it, and it speaks well for the production in general that everything is more polished and benefits from greater content.
As players progress, they earn money to purchase stat points for themselves or to upgrade their character. There are also customization pieces that have some stats on them. Some boats can drive or handle a little better, some can jump higher, etc. Boats are the main vehicles and can be bought as players go along, but there are other water vehicles like jet skies or speedboats.
In general the boats handle well, a variety of tricks are a button press away, and map design offers multiple stunts and scoring opportunities in single player. The bright, colorful presentation and animated characters provide a charming setting, even when characters are gunning for each other in multiplayer. The fun foundation is strong and Funktronic should continue to grow the game in exciting ways.
For more photos from the show floor, visit here.
I have to hand it to DreamHack for dedicating a section of their Anaheim, CA, show to independent video game developers. This inaugural West Coast appearance of a convention heavily geared toward online competition made room for creators demoing over 50 video games, four tabletop games and 11 student games.
Among stages and play areas set up for esports, an expo area provided a venue for the Indie Playground. This is where I demoed games and spoke with their developers or representatives. Works in progress included Cepheus Protocol and Adventures of Chris, which I cover below. Delphyq, WaveBreak, Undying and Kynseed will follow.
A video showcasing the latest build of this isometric squad-based tactical shooter was my first introduction to the game only a week before the show. Based on that video, this became a must-see demo for me. It had the appeal of a tactical squad-based shooter like Ghost Recon and a top-down survival horror aesthetic like Dead Nation.
Cepheus Protocol is a real-time strategy game by Halcyon Winds that tasks players with controlling units sent into San Francisco to deal with the spread of a destructive virus. A Defense Team protects a home base, while an Away Team is deployed to pursue objectives. The game features eight-person teams and multiple formations for tackling each challenge.
Players select units by dragging the cursor across them, choose a formation, then right click to select a destination. Individual movement is also an option. When grouped, formation selection is important. For instance, a V formation can funnel the enemy into the middle, but teammates will lower their weapons and not shoot to avoid friendly fire.
In that case, players can select a different formation. But in the middle of a firefight, players can also rotate the formation while holding down the right mouse button. This also helps cover the flank when in formation. Units will fire on enemies in front of them but if attacked from behind, enemies can grab and turn units around. If they get too close, a bar will fill and, when full, units will die and attack the team.
I learned this lesson the hard way when I was preoccupied with the area and enemies ahead of my team and neglected an attack from behind. Thankfully, controls are fairly intuitive, especially with a HUD that includes a lot of information such as icons for actions or formation selection. Combined with well-integrated mouse control, planning and reacting are equally helpful, and pivoting on one’s six is easy.
One thing that I thoroughly enjoyed and likely spent way too much time on was adjusting the dynamic isometric camera. It allows for complete control of pitch, angle and distance, adjusting zoom with the middle mouse wheel, lowering and raising the view while clicking the wheel, and rotating the view by moving the mouse. Players can view from any perspective with fluid camera movement and detailed graphics.
In fact I was distracted with how good the camera was and put my team in jeopardy. After selecting an objective with a right click of the mouse, my team ran toward it and I zoomed in on the action, oblivious to the threat that lurked off camera. It's a good thing, then, that the camera is so easy to control, as players can quickly zoom out, re-center on foes, and reposition units if necessary.
Team members, which represent classes like spec ops and medic, are armed with assault rifles, sniper rifles, machine guns, shotguns, pistols, etc., each with a certain range. Players can order their teams to fire, but they'll do that without instruction as long as the enemy is within their sight – lines of sight appear on screen, but can be turned off if too distracting, which can be the case on occasion.
If a team needs ammo, players can grab the ammo icon and place it in front of the team. Ammo will parachute down and players can select the team and spam the refill option. It’s relatively simple. When at an objective, a team member can be placed on the objective to trigger the next scene/action. Of course, I couldn’t because the icon was over water, until I chose the pier directly beneath the icon.
As team members gain experience, their ranks and skills likewise will increase – the more they fight the enemy, the higher their ranks and the better their ability (at the beginning they’re hesitant but as they fight the virus more they’ll become more confident). Opposing them are several kinds of infected, from smaller foes to larger tank-like enemies to hulking beasts.
Enemies have different capabilities. Tall, skinny foes can leap at the team, some enemies spray caustic spit, heavier adversaries can blow up when near, and a colossal juggernaut can overwhelm. Settings can be adjusted to add a red outline for visibility of enemies, which spawn from nests that have to be destroyed. A nice option is dropping an airstrike by selecting the nest, though friendly fire is a risk.
I mostly encountered standard foes during my brief demo. They are generally quick (with fluid animation), so although you can race to your next objective, a more cautious approach is a good idea. Indeed the team can get overwhelmed if too hasty. I did manage to find a nest, but either due to location and/or proximity, could not implement an airstrike before the captain was killed and mission failed.
Your teams, conversely, have a home base they must protect. The Defense Team can be set to defend against attack, including establishing patrol points. Fast travel allows the Away Team to return as necessary. For instance, DNA samples collected by your scientist in the field are turned into the command center for points that can purchase better weapons or abilities for the team to help it fight the virus.
Halcyon Winds has crafted a living, breathing world where threats can emerge anywhere at any time. If the Away Team spends too much time in an area, the AI will start attacking other areas to keep players on their feet. The AI in fact will behave differently every time, so enemies might attack from a different area during a new play through.
Whether playing the really hard missions later on in the game, or replaying Cepheus Protocol, players will want to keep their options open. For instance, units can be controlled individually or grouped into small or large teams; and teams can be made up of different classes or a single kind like assault or spec ops. But there’s always a trade-off to consider. In the end, choices become very strategic.
There’s so much to do that a keyboard is best suited to the gameplay as opposed to a controller. Halcyon Winds in fact looks to bring the setup for MMOs over to the game because many are used to that. And while they’ve taken inspiration from games they love that are RTS, MOBA, etc., hoping it satisfies players that want a strategy game, they’re also differentiating this game from others in the genre.
The game is designed so everyone can play it differently, as opposed to RTS titles that can be linear experiences. Players select where to go on the map, and each grid will have a color that corresponds to the threat level. So a green area might have fewer foes than a red area. Players can then decide squad makeup, size and formation, and opt for a tight formation or sending units to the left, right and down the middle.
The Away Team and Defense Team both can be customized. Players can build an entire team with one class, like spec ops, or choose one or two snipers only. The home base and its defenses, such as turrets, likewise can be built by the player. One way to accomplish this is to take down bounties – or minibosses – like the juggernaut in order to earn in-game money for spending on upgrades.
Bounties are important because the game has no microtransactions. Everything is bought with in-game money earned while playing. Taking out a bounty like the juggernaut can net a reward like $60,000 for buying weapons, defenses, etc. Earning bounties and experience like killing infected also raise ranks for better target acquisition and overall combat. Also helpful is conducting virus research via the scientist.
Besides focusing on gameplay, the developers wanted players to care about the characters. The lead writer, whose game-related novel provides a backstory to Chelsea (patient zero) and explores why Capt. Winter joined the CERC (think CDC), crafts a story of how Winter is sent to combat the virus and Chelsea, who is using the infected to take control while trying to resist the alien infection within her.
Steam early access for the PC game starts May 15 and includes a free roam mode on Treasure Island and Yerba Buena Island. This mode is basically an open world chess match battle against the virus, which should play differently with each attempt. The full release is planned for Q4 with a different game mode(s), storylines and (replayable) missions in areas like Alcatraz, the Presidio and downtown.
Cepheus Protocol has been in development by Halcyon Winds for 1-1/2 years with 20 people working on the game. I came away impressed with the vision of the developers and with the demo. I'm not an RTS fan (or PC gamer), but this had an arcade feel despite how deep it can be, meaning controls are intuitive, the HUD and gameplay are well integrated and it's just plain fun to play. I can't wait to see how this evolves.
Adventures of Chris
I've been following this game's development for a while now so was eager to demo the game for myself. The side-scrolling platformer by Guin Entertainment (lead developer Chris Guin, to be precise) is inspired by '90s TV children's cartoons and sports a similar aesthetic and sense of humor that, along with clever gameplay, help this creative title stand out from the crowd.
Conceived as a story-driven, character-rich, hand-animated '90s-style cartoon, the game follows an ordinary overweight nerdy kid in 1995 (modeled after the developer's own childhood) as he and other children are abducted, taken to Transylvania and turned into toys. Chris can change into a balloon and uses his new superpower to try and free the other children and, ultimately, save the world.
Chris learns how to control his power in the Kingdom of Lost Balloons, and discovers that the world is filled with supervillains like the kind that you might have seen in Darkwing Duck, Captain Planet or Teenage Mutant Ninja Turtles. They are in settings like Los Angeles, Mexico, Chile, Malaysia, Tokyo and the Great Barrier Reef, accessible when Chris floats up and off the screen.
In the demo I visited Malaysian swamps (including a sunken temple) with flying fish and mosquitos (there's a mosquito boss), some of whom spit acid; Tokyo rooftops with bats and ninja cats that hurl stars (the villain there is a big ninja cat, basically); and the underwater reef teeming with jellyfish, predatory fish, crabs and sea urchins that shoot spines (a large urchin is the villain).
Apparently two of the settings I visited are among the more difficult. And my journey was no piece of cake, though I'm not the best platform gamer out there. Thankfully controls are fairly nimble and responsive, with basic moves like jump and crouch simple to pull off. Helpfully, Chris can inflate to reach higher areas for exploration, a tactical advantage or to avoid danger.
For example, Chris can float above flying fish, underneath ninja cats prowling rooftops (using his hands to move along the eaves), or around mosquitos and bats. He can float among the clouds, or underwater as he's pulled by a sub while avoiding jellyfish, hungry fish and prickly urchins. Of course navigating such platforming elements can present a challenge.
Whether it's platforms above swamps, eaves underneath rooftop foes, underwater tunnels or an elaborate system of ducts/vents, players will need to judge when to inflate or deflate, or how to control the sub, to avoid the various threats of each setting. My judgement and timing leave something to be desired, but such obstacles can provide a rewarding challenge with a little practice (and help, in my case).
Also helpful against foes are special skills, such as a powerful punch or fireballs; specialties like a super bounce (to jump high), a dash kick, or a super punch (where Chris rockets forward – a powerful move that comes later in the game); and a bunch of spells (i.e. fire, ice, lightning). The regular punch and fireballs are easy to pull off and effective, with the latter also helping light dark areas.
All told, players can acquire a significant roster of attacks, as well as upgrade health, magic and helium. The latter is possible in the Bakery when visiting the Kingdom of Lost Balloons: a strawberry shortcake upgrades health; keylime pie, magic; and a cola float offers additional helium. Chris can also purchase shirts – a red one, for instance, provides armor.
For an even more custom experience, players also can change difficulty mid-course by using the menu button, selecting options and choosing the difficulty of their choice. Once players unlock everything there's still more to do as they can use those abilities and upgrades upon revisiting different parts of the world where new opportunities have opened up.
The Kingdom also includes a Library with books that have been collected from different levels. A secret treasure/prize awaits those players who find them all, but they're also filled with lore, explaining the backstory of all the villains. Levels also include collectible flags of the countries Chris visits. Books and flags figure prominently because the designer enjoyed them as a child.
Adventures of Chris has a charming design and creative gameplay, and my time with the demo reinforced my excitement for this title. The varied settings, their impact on gameplay, and the compelling action including platforming make for a consistently entertaining experience. It's a thoughtful concept and a fun journey that I look forward to hearing more about.
For more photos from the show floor, visit here.
(SEE "ABOUT" PAGE FOR LINKS TO SPECIFIC BLOGS.)