Showing posts with label Direct purchase. Show all posts
Showing posts with label Direct purchase. Show all posts

Wednesday, June 10, 2015

AAAAATATATATATATATATA! - Aces Wild: Manic Brawling Action!

The thing I think I find most interesting about this game is what other people are calling it. I've seen a lot of people comparing it to the games mad by Treasure back in the 90s, a couple have referred to it as a lost Sega Saturn game. That's some high praise and yet the game more or less slid under the radar. Iit just sort of popped up on Steam one day after having apparently been available from the developer for some time before then. I vaguely recall being able to buy the game from dev the at a discount a short time before the Steam launch (and I might be wrong on that anyway) But that's about all the hype I remember the game getting.

Aces Wild is is a game about well... the game has an opening cutscene before the title screen, explaining something about a tournament to decide who gets to use some dojo for the next few years. To help put things in perspective however, I should note that that cutscene is all the story the game has, and you can readily skip it. In fact when I first got the game, it took me quite a while to realize there was a story at all, because trying to skip the opening logos also skips the cutscene. When it takes a player several weeks to realize the game has a story, that says a lot about how important it is.
Who are these people? Why are they fighting? Who cares!
At it's core, Aces Wild is a 2D brawler with maybe some minor platforming elements that sees you taking on an army of ninjas, cyborgs mechanical drones and curiously, Shiba Inu dogs. The game  actually takes a few departures from your typical brawler The first and most obvious being the fact that you can fly. You have the ability to dash in game, and your dash can go in any direction you want, including upwards. Most of your attacks also help keep you afloat, so keeping and staying airborne is very simple. The game also takes good advantage of this, as many enemies are permanently airborne and stages include a lot vertical space to fly in.

The ability to fly also ties into the games combat mechanics. In Aces wild you have two forms of attack. The first is rush attacks which acts as your basic combo. It's a few basic moves that end in a rapid-fire flurry of attacks, fairly straightforward though they keep you airborne and let you move around while you're not dashing. Then you have crash attacks. Crash attacks are your big, heavy hitting moves that send enemies flying and what a lot of the combat is built around. with crash attacks, you can slam enemies into each other or even parts of the environment for extra damage, the environment is even partially destructible, giving you the ability to perform crash attacks on platforms to slam them into enemies. A lot of the combat is actually based less on combos and more on positioning, crowding enemies together or moving them towards a useful part of the environment before using your crash attack to knock them around like billiards.
Readers are encouraged to provide their own Doge caption here.
Finally you have your wild meter, it acts mostly like a super meter, you build it up with rush attacks, then use it to either power up your crash attacks, perform devastating counters, or in a pinch perform a panic attack that heals you at the cost of all your built up meter. The wild meter also controls the game's difficulty, with you doing and taking more damage as it builds up. Managing your wild meter is a big part of the game, as you'll want to build it up for those big counters and crash attacks, but don't want to hold onto for too long. Finally, while you can use panic attacks to heal yourself, there's a threshold you need to build the meter to before you can do it, and every time you use a panic attack that threshold is raised, eventually requiring a full meter to use.

Finally, I should note that as an old school brawler, this game is hard. The first stage or two isn't too bad, but later stages can be quit difficult and require you to really master the games mechanics. In fact I'll admit that despite the game being only seven stages long, I haven't beaten the game yet, I'm stuck at a particularly difficult section of stage 6. Fortunately, the game gives you unlimited continues and frequent checkpoints in stages so you can keep trying to clear parts you get stuck on. also while the game has no save function, there's a level select screen that lets you readily jump to any section of any stage in the game, allowing you to readily practice sections or jump back to wherever you left things last time. Also, while I couldn't try it, the game does have local multiplayer, so having a buddy join in might help.

Finally, the game has a ranking system and high scores for every level in the game, so those who like to really master their games have something to work towards.
Every stage ends with a quick stat breakdown and final grade
The game has a nice, clean graphics style. Interestingly, despite the fact that this is isn't pixel art, it manages to do a good job of capturing the feel of the old school brawlers that inspired it. Unfortunately, while everything looks nice, areas can look a little samey This is because most of the game takes place in urban areas, so you'll be seeing a lot of brick and stone. The effects do a good job of providing some oomph to attacks as sparks fly from your attacks and projectiles leave glowing trails add in some camera shaking or a momentary pause to highlight some of the bigger attacks and you've got some some good visual flair to back up the game's lightening fast combat. Overall it's a nice looking game, and it's neat to see a game with some retro appeal that does something besides more pixel art.

The game also has some real good sound design, attacks and collisions are backed by heavy thuds and whacks to give them that extra oomph and in the graphic effects mentioned above and you get combat that bout looks and sounds satisfying. There is however a slight drawback, mostly with the playable character Ace Wilder - Yes, really that's his name - He has a couple of "Hoo"s and "Ha"s to go with his attacks, and you're going to be hearing a lot of that. it's not overbearing, but you're likely to get tired of his constant "Hoo! Ha! Ho! Hoo! Ha! Ho! Hoo! Ha! Ho!"-ing after awhile.

The game's soundtrack meanwhile is alarmingly catchy. Songs are very upbeat and energetic, matching the frantic pace of the game quite nicely. It's chiptune, but rather than the usual NES or SNES kind of sound a lot of games go for, this sounds more like something out of maybe a mid to late 90s arcade game, which goes along with the feel the game was going for.
Visual effects give your attacks some impact.
The game unfortunately does have one major flaw: It's not very forward with information, the tutorial doesn't even tell you what buttons does what. There's a very basic Manual hiding in the game's installation folder but even that isn't perfect, and there's still information missing. For example, there's actually three playable characters in the game: Ace Wilder, Gene Drift and Eagle Morris but the game doesn't tell you what makes them different. From what little I can tell with playing as each one, Ace is an all-rounder with balanced stats, Gene is more of a heavyweight bruiser and Eagle a fast, speedy character but nothing in the game tells you this. In fact I'll admit a lot of the game's finer details, like how you deal and take more damage as your Wild meter builds I only learned recently... by reading about it on the game's Steam store page while I was doing a little research to write this review.

Also, the game has some weird controller issues. For starts, this is definitely a game that requires a controller, and doesn't work very will with a keyboard. But one of the weirdest is the fact that the pause and menu buttons are separate. pausing just pauses the game, and you need to press a different button to bring up the menu. There's been a couple of occasions where I've paused the game meaning to go to the menu, then opened the, closed it, then sat there wondering why the game seems to have frozen until I remembered I still need to unpause the game. both functions really should of been one button.

Finally, the game is perhaps a bit too frantic for it's own good at times. There's been times where I'm more or less buried in enemies and have no idea where I am on screen. Also the game's reliance on flying and knocking enemies around can get a bit annoying, especially since you can get tossed around like a pinball if your not careful. I'll admit it could just be I'm not the best at this game, but compared to a more typical brawler it doesn't always feel like I've got as solid a control of my character as I'd like.

Still, while I couldn't beat it and I'm not sure if I ever could, what I did experience was a lot of fun. At the very least the game delivers on it's premise. It's called Manic Brawling Action and that's exactly what it delivers. with a flying mechanic to set it apart form your typical brawler and music and graphics that give it that give it a classic brawler feel, it's defiantly worth a look. Just keep in mind that beating it will be a challenge, and there might be a bit more of a learning curve than you may be used to and have a gamepad ready.

Aces Wild: Manic Brawling Action! developed and published by Culture Attack Studio. It is available on Steam. It's homepage, which includes a demo and direct purchasing option is available here.

Wednesday, May 13, 2015

One massive roguelike - Tales of Maj'Eyal

NOTICE: The version of the game reviewed is the paid version, including the Ashes of Urh'Rok DLC, your experience with the base game may vary.

Tales of Maj'Eyal, Which I'll be calling TOME from now on, is interesting in that it's both a very young game, and a very old one. It started life in the 90s as a variant of the game Angband called  Pernband, based of the Pern series of books. Now, the Pern series is know for having a somewhat strained relation with it's fans at times, so it's no surprise that Pernband got slapped with a cease and desist letter. In the face of this, the game was reborn as Tales of Middle Earth, throwing out Pern and replacing it with things form Tolkien's writings, and was developed as this for years.

This actually continued up until 2010, when the game was recreated again, this time as Tales of Maj'Eyal, which is what I'm reviewing here. The developer did this for two reasons: First, it removed any possibility of the game getting a second cease and desist letter thrown at it and second, it allowed for parts of the game that didn't quite mesh with the Middle Earth setting, such as time magic and Psionic powers to make a lot more sense.

TOME is a roguelike that takes place on the continent of Maj’Eyal, currently in a time of relative peace after hundreds of years of war. Surprisingly, for a genre that's usually pretty light on story, there's actually a lot of it here, mostly told in letters and scrolls you find on your travels. There's actually a lot if information with each area of the game having it's own lore snippets to find and Despite spending several hours with this game, I've barely seen what it has to offer story-wise, there's that much info to take in.
Each dungeon in the game has several lore snippets, like this one here.
At it's core, TOME is roguelike dungeon crawler, complete with permadeath, interesting, the game has a few departures from typical roguelikes. The first is that the game has no consumables, there's no potions or scrolls. Instead you have infusions which you an equip and use. They work a lot like potions in other roguelikes, doing things like restoring hit points or decreasing damage for several turns, except instead of being used up, they go on cooldown for several turns after use. It's actually a pretty nifty system, as you never have to worry being cheated on potions, but you can't just spam your infusions when in trouble. In fact, to further discourage that, using an infusion grants a temporary debuff that increases the cooldown of other infusions.

On top of that, there's also the dungeons, instead of a single dungeon to get to the bottom of, TOME has several dungeons, with an overworld to connect them all. The dungeons are quite varied, from woods to a giant labyrinth. Some even have unusual gimmicks, like an underwater dungeon where you have to watch your air levels, or a den of sandworms where you need to rely on the worms that live there to dig new paths for you and if you're not quick enough, they'll collapse behind you.
Dungeons are varied not only in appearance, but enemies and floor layout/
The game also has a lot of race and class options. Not only are there typical classes like berserk or rogues, but there's also a lot of unique ones. One of the classes I tried was called the cursed, a fighter who's surrounded by a cloud of gloom, powered by raw hate, that debuffs enemies who get too close to you. There's also alchemists, who have a golem to help protect them and can make powerful explosives out of gems found in dungeons.

While you start with a few options available, You also have to unlock races and classes by doing various things, which range from the simple, such as killing 1,000 humanoids across all of your games, to the very difficult, One race in the Ashes of Urh'Rok DLC requires killing three very tough optional bosses in the same game.

The game also comes with several difficulty settings, the most unique of which is the permadeath setting. Alongside traditional permadeath and an exploration mode that gives you unlimited lives, There's also an adventure mode. Adventure mode is a sort of compromise between exploration and roguelike modes, you are given extra lives as you level up, but once you run out, the next death is permanent so there's a lot of options available to either turn the difficulty down for newcomers, or crank it up if your looking for an extra challenge.
TOME has a lot of character options to chose form. Also shown: proper dwarven naming.
The games graphics are pretty good. The game is tile based and the tiles are nice and detailed, with plenty of tile sets for the game's varied areas, there's even some nice splash images for loading screens and the occasional background image. There is however a small problem in that nothing is animated, all the tiles are static. Though the game does make up for this with spell and ability effects, providing some nice particle effects to give some extra oomph to your spells and abilities.

The game also has a good soundtrack, leaning towards an epic orchestral score. Each area has it's own theme, and while I encountered some minor issues with songs not quite looping properly - there was a small pause when the track restarts - Everything fits the game and is nice to listen to. The sound design is also decent, with some areas having some atmospheric sounds and a decent number of effects for various spells and abilities, though in my experience the game focuses more on visual than audio cues, which is fine as this is a turn based game, so you have all the time you need to take note of things.

The overworld connects the various dungeons together.
The game is pretty solid and I didn't encounter any real bugs. The only major flaw I can think of is that the game is massive, and that's great that there's so much content but it's also perhaps a bit too big for it's own good. While the dungeons I entered were fairly short, usually only about three floors each, there's a lot of them and unless you're playing with exploration mode on, you have some form of permadeath to deal with. I know roguelikes are supposed to be difficult and that's fine, but trying to beat a game this big on one life, or even several in adventure mode, feels like it might be a bit too tall an order. For those used to games like Dungeons of Dredmor or Sword of the Stars: The Pit? You've got a long, hard trek ahead of you and it'll take a good bit of effort to start seeing mid and late game areas.

Also, I should take a moment to talk about payment, since the game's payment system is a little odd. The base game is actually free and open source, you can however, donate to the game to help development and keep the servers running. Paying also gets you some minor perks such as access to the exploration mode mentioned above, and the stone Warden class. Finally, you can buy DLC such as the Ashes of Urh'Rok DLC. You can find more information on this on the game's donate page here. Note that buying the game off Steam or GoG gives the same benefits as donating, as well as giving you access to the game through those platforms.

Overall this is a very big, complex roguelike that's a definite must play for fans of the genre. There is a lot of content here, so much that I actually feel a bit under prepared for reviewing it. Though I could likely spend a hundred hours on this and still feel the same way. Not only that, but the game is still in active development, so there's new content being released and/or old content being updated all the time. This is a game you could readily spend hundreds if not thousands of hours on. Lifetimes could be lost to this thing and with the base game being free, there's little excuse not to try it at least once.

Tales of Maj'Eyal developed and published by DarkGod. It is available on Steam, GoG, Desura and Gamersgate. It's homepage, which includes a direct purchasing option is available here.

Wednesday, May 6, 2015

A spanner in the works - Drox Operative

NOTICE: This review used a copy of the game that includes the Invasion of the Ancients expansion, your experience with the base game many vary.

Soldak Entertainment, who's previous games I've covered here and here has made something of a name for themselves over the years, by taking action RPGs along the lines of Diablo or Torchlight, and turning them on their head, Depths of Peril had you managing a covenant of barbarians to take control of a town through war and diplomacy against other covenants. Din's Curse pitted you against a living dungeon full of dangers that grew worse if left unchecked. Now, we have Drox Operative. Bringing it's own twist to the formula, starting with the fact that you're in space.

Drox Operative sees you as the captain of a starship flying under the banner of a Drox Operative Guild. Your job is to cruise a galaxy full of warring alien races as a sort of mercenary-for-hire, handling their problems and fighting their battles for a fee. Your ultimate goals are to make as much money as possible, expand the power of the Drox guild and perhaps most importantly, make sure that whatever happens between these warring empires, you're on the winning side.
In space, no one can hear you loot.
One of the first differences in Drox operative is when making a character. You're given a decently sized list of races to pick from. as well as a handful of options for extra challenges like hardcore mode. Unfortunately The only difference between races is some stat bonuses, as well as extra equipment slots for things like shields or missiles. Picking your race, while still important isn't as big a choice as picking a class in similar games.

Interestingly, Drox Operative does not have skill trees. Instead abilities are decided by your current equipment. This allows for a lot of flexibility since you can use whatever you like, assuming you can purchase it from a vendor or find it off a random enemy. There's a decent number of options to play with, including missiles, lasers and mine droppers. You can even install multiples of the same thing and their stats will add up. Want a lot of shields? Just install extra shield components. The only other restrictions you have are your power load, which you can get things like power plants to improve, and your component slots, which are divided into slight, medium and heavy components, and you can unlock more of these by raising your command stat.

Speaking of, while the game has no skills it does still have stats that you can increase on level up. since this isn't a typical RPG, the usual strength and dexterity has been replaced with more fitting things like helm and computers. Each one gives a bonus to something like attack damage or defense, but are mainly used for equipment requirements, such as higher tactical allowing for better weapons. Interestingly,  the way equipment and stat requirements work means that rather than focusing on one or two stats like in most RPGs, here you'll want to spread your points out somewhat to make sure none of your equipment lags too far behind everything else.

Equipment gives your ship a lot of flexibility. Want to use a certain ability? Just equip something that grants it.
Once you've picked a race you'll be put into the middle of a randomly generated sector of space, and this is where the game get's unusual. The basic idea behind this game is that each sector is home to several different alien races. These races will be researching technology, colonizing plants, and fighting amongst each other. You're job in all of this can best be summed up as "spanner in the works", the aliens in each sector will offer you quests that can range from fighting off neutral space monsters or delivering supplies, to helping attack other races. you can even engage in diplomacy with these races to give them things like technologies and information on planets you've found. Your can even spread rumors or propaganda to mess with the races relations between each other. While you don't have much of a personal stake in what's going on, you've got a lot of options on how to influence things.

This leads up to Your goal in the game which is kind of complicated. you basically have three options: Ally yourself with one or more races and help them take over the sector, raise a certain amount of money for the Drox guild, mostly gained by completing quests, or raise your fear rating enough to please the Drox, mostly through fighting. There's actually a good bit of strategy to the game as working towards those win conditions means having to consider who you work for and what information you trade off.
The diplomacy screen from Depths of Peril makes it's return.
The game also has lose conditions, it mostly boils down to not being allies with the winning side when a sector is taken over, or somehow managing to make everyone hate you. The most interesting though is economic loss, which will cost you a sector if you loose the guild too much money. Most of that money is lost by getting killed (Clones are expensive!) so there's a larger incentive than normal to avoid dying. Fortunately, if you do achieve(?) a losing condition, you are given a grace period of about 10 minuets to fix things. So if a race took over the sector when you were just one or two reputation points away from becoming allies with them, you've still got a chance to fix that and make it a win.

While the game uses a similar engine to Soldak's previous works. The graphics actually look a bit better this time. ships recognizably look like ships, planets like planets, and the background includes plenty of distant galaxies and nebulae  to keep things interesting. It's still not a visually impressive game, but but it's a step forward at least.

The game's music is also decent, it's energetic and helps to set the tone of fighting out in space, and helps keep the game from getting too quiet. It's also seems a little larger than in previous Soldak games, with each race having their own music theme. Sound meanwhile is pretty effective, everything sounds like you'd expect, with plenty of explosions and buzzing sounds for lasers, along with a simple engine sound for ships in flight. One major improvement over previous games is some new warning sounds to let you know when you've lost shields or are running low on health, add in the usual sounds for notices and successful or failed quests. Overall, the game does a good job of getting your attention and making sure you don't miss anything important.
Races like the hive here, populate each sector of space.
Oveall, this is a big, complex game, and to be honest that's a bit of a problem. There's a lot of information to track to the point of being a bit too much in places. the win and lose conditions I detailed above are complex enough that there's separate win and lose condition screens you can check to see how your doing. Your ship actually has three health bars: Shield, armor and hull. and they don't all use the same healing items. On top of that you have an energy bar, and even the most basic of attacks uses up some energy, add in a harsh galaxy where too many deaths will trigger an economic loss and you've got a game that can be somewhat hard to get into.

However, if you can come to grips with how the game works and get past those rough early stages, you've got what's easily Soldak's best game as of this writing. A highly replayable action RPG, set in a living, changing galaxy that's radically different from anything else on the market. Worth a look if you already played and liked Depths of Peril or Din's Curse. Though if you're new to Soldak's games I might suggest starting with one of those first, as they're a bit easier to get into while still showing off some unique ideas.

Drox Operative was developed and published by Soldak Entertainment. It is available on Steam, GoG, Desura and Gamersgate. It's homepage, which includes a demo and direct purchase option is available here.

Wednesday, April 15, 2015

Man Vs. Dungeon - Din's Curse

NOTICE: This review used a copy of the game that includes the Demon War expansion, your experience with the base game many vary.

So, awhile back I reviewed Depth of Peril (you can read that here) A... well I went on about this a bit in the Depths of Peril review but, Diablo Clone. That had a few rough edges but brought in some interesting ideas, namely managing a covenant, diplomacy and competition with other covenants, and a living world that doesn't simply wait for you to act. Well, as it turns out the developer wasn't quite done with some of these ideas yet, and decided to make a new game based in the same world.

Din's Curse follows a simple set up. In it you are dead and while they don't go into details your character was to put it mildly, something of a massive jerk. Seeing this Din, champion of the gods has cursed you with a second life. Doomed to wander the world forever, your job now is to redeem yourself by traveling the world, saving desperate towns from monsters and the forces of evil. It's an interesting enough setup, though nothing really comes of it as your placement in Din's Post-Mortem Community Service Program is mostly just an excuse to make with the killing and looting.
Saving the world is nice. But a legendary longbow is better.

At it's core, gameplay in Din's Curse is a straight forward hack and slash affair: pick a class, buy supplies form town then go into the dungeon and start killing stuff for loot and XP. If you've bene playing games like Diablo and Titan Quest it's nothing you haven't seen before, though Much like with Depths of Peril, the game does throw a few twists into the formula. one of the first and most obvious being classes.

In Din's Curse, you have several classes to pick from, mostly fairly standard. You have your big tough, warrior, your spell casting wizard, even a sneaky, trap laying thief. Each class has three skill tries and like in Depths of Peril, the trees are somewhat flexible, having no prerequisite for skills outside of stronger skills costing more skill points to unlock and level up. you even get 3 skill points per level, and even skill that would be considered 'late game' don't have a massive initial cost. So unlocking a later skill only means saving up for a few levels, or spending some money to untrain a few points.

You also get some special challenges to pick from; like only being able to equip gear of a certain quality or better, having no minimap, finding fewer magic items... There's even  one that kills you if you fail to save a town, which makes things interesting if you combine it with hardcore mode: Death is permanent, and failing to save the town means death.
Skills in this game have no sill or level prerequisites to use, giving you some flexibility in building your character.
Outside of normal classes however, Din's curse gives you the option to make a hybrid classes.A hybrid class allows you to pick only two skill trees instead of the normal three a regular class gets. However, those two skill trees can be from any class in the game. For example, you could take the mage's ice magic tree and mix it with the Warrior's Weaponmaster tree. This would give you a character who can pin an enemy down with freezing and slowing spells so he can better beat them up with a sword or axe. There's plenty of combinations to choose from, and if you're feeling like a challenge, you can even pick two trees from the same class. Which I know is possible because I tested it, and not because I had a moment of stupid and somehow managed to pick two trees from the same class without realizing it. Really. I mean that.

Diplomacy unfortunately is gone from the game, instead the dynamic world has been reworked and expanded upon. In Depths of Peril, the living world was interesting, but outside of a few really nasty events didn't have much consequence. If a monster killed a vender, it'd be replaced eventually, a thief stealing goods was annoying but he'd go away eventually if nobody killed him first. In Din's Curse, this dynamic world is now very much set against you. almost every event that happens is meant to make things worse for you and since losing too many people in town can cost you the game, there's more urgency than ever to try and keep things under control before the town is overrun with bad news. This game is very much you Verses the world, and the dynamic aspects of it are much more noticeable thanks to this.
Hybrid classes give you a lot of options to choose from, here's me picking two trees from the same class.

One thing that did carry over from Depths of Peril was the graphics. The game appears to be using the same engine and a lot of models and textures seem to have been ported over from the first game, though things might have been touched up slightly. The game also mostly takes place under ground in dungeons, with no outdoor exploration, and the game seems to handle the underground better. The dungeons are somewhat more interesting than the outdoors of the previous game, though as this game came out in 2010, things are still looking a bit dated.

Music and sound is about the same as the last game as well. The soundtrack is slightly better this time around, it's a bit louder, a bit more noticeable and does a good job fo getting you ready to go dungeon diving, though it's still mostly background filler. It keeps things from being too quiet, but it's nothing that's interesting or stands out enough to have you seeing out the soundtrack. Sound is also much the same as last time: doing a great job of grabbing your attention when something important happens, and monsters make noise to let you know they're there, Everything does what it needs to. But nothing that really stands out on its own.
The game uses a lot of the same graphics as Depths of Peril.
Finally, there something that's not quite a flaw, but more of a warning. The game's pacing can be a bit too frantic at the start. In fact this is not an easy game when things are played normally and being a new character doesn't help. Fortunately you an adjust how fast the game's quests and other dynamic events progress, and I'd highly recommend slowing everything down for your first few towns until you have a few levels under your belt and some idea of how things work. You'll take a small XP penalty for it, but early on being able to actually complete quests and save towns will make up for those losses.

In the end, What I said about Depths of Peril still applies here. If you don't like games like Diablo or Torchlight, this likely won't change your mind. But it's worth if you like those games and want to see somthing different, granted, the lack of diplomacy and a covenant to manage makes it a little less unique than Depths of peril was. but the new focus on you fighting against the world makes the game's dynamic world far more noticeable, and hybrid classes give you a lot of options to play with.

Din's Curse was developed and published by Soldak Entertainment. It is available on Steam, GoG, Desura and Gamersgate. It's homepage, which includes a demo and direct purchase option is available here.

Wednesday, April 8, 2015

To one who'll stand and fight - A Valley without Wind 2

So, a few weeks ago I reviewed A Valley without Wind (readable here). In that review, I mentioned how the game had a bit of a troubled development, seeing the game undergo many changes leading up until release. This went so far as to see the game still receiving changes after release, eventually reached a point where Arcen decided to do the following: They were going to take a lot of the ideas and improvements they had in mind for the game and use it to make a sequel instead. This sequel would then be sold in a bundle with the original game and this would be the only way to buy the games, they would not be available separately. Finally, to be fair to all the early adopters and those who brought the game before the sequel came out. The sequel would be given to these people free of charge.

That brings us  to where we are now, so how did the game turn out?

A Valley Without Wind 2 takes place in the same setting as a Valley Without Wind. A world named Environ where reality has shattered, resulting in a strange world made of various places form different time periods. A valley without wind 2 however, only takes place on a single continent and introduces a twist to the set up. The Ilari, strange living stones that help guard humanity and the glyph bearers never showed up on this continent. Worse yet The resident overlord, Demonaica has an Oblivion Stone, making him and his followers functionally immortal. Fortunately, your character is part of a resistance effort that's managed to get into Demonaica's ranks and get an oblivion stone themselves, giving you a chance to fight back and hopefully take down Demonaica for good.

Again like in the last game, this is mostly an excuse for the gameplay, but it's still a fairly unique setup.
You know you've got a bad job when it's only your first day, and you're already plotting to kill your boss.
At it's core, A Valley Without Wind 2's gameplay is very similar to the first game, you explore a randomly generated 2D world, pushing back windstorms and gathering things to strengthen your character. Although compared to the first game, things are far more focused. Each tile on the world map only has one map to play through, and there's far less in the way of side areas. As a result each area feels more like a level in a traditional platform game rather than a large open area to explore. Each area also has an obvious goal, usually taking down the wind generator at the end of the level, though some special locations give you bosses to fight or terminals to hack.

Also gone form the game are the random spells and enchantments. Instead, your character can pick a class from a random list, split into 5 tiers that decides what spells they have access to. There are a lot of classes in the game, about 50 and which ones you get to pick are randomized each time. Not only will you not see the same classes every game, but they'll be put in random tiers each time, meaning a weak tier 1 class one game could end up a tier 5 in the next. There's also equipment, which gives various bonuses and sometimes penalties like less movement speed in return for extra attack damage but you can only have one piece of equipment at a time and it breaks after you take enough damage, so it's not as big a deal as enchantments were in the last game.

Missions have also been removed from the game. Instead the game has special locations you can visit going to these places and completing the levels there awards you with various things. Windmills for example, level up your character, giving them access to more perks. There's also caverns, which give perk tokens, unlocking more perks to pick form when you level up, which give small bonuses like extra health or movement speed. finally there's robotic research facilities which give feats, which unlock special abilities like double jumping or the ability to shrink to fit through small spaces.
instead of finding random spells, you pick mage classes, like the ones shown here.
A new addition to the game is your resistance, unlike the last game where you had a single, protected colony, here you have resistance members, these members can be ordered around on the overworld and can do things like gathering food and scrap, building new buildings (which costs scrap), like farms, shelters and clinics and recruiting new members found on the world map. You're not really building a permanent settlement in this game, as structures can be destroyed and your resistance members will constantly need to move to either to other things or get away from danger. Instead structures are more of a temporary solution. You build them, get as much use from them as you can, then abandon them once things get too dangerous.

Speaking of danger, your main problem in the game is Demonaica himself. The overworld is turn based, with a turn passing every time you destroy a wind generator and purify some more land. as turns pass, monsters will come out of Demonaica's keep to attack your resistance members and destroy structures. and your resistance members have to deal with them, you can't just go fight them yourself. Eventually Demonaica himself will emerge and he's quite nasty, not only does he summon more monsters and cast spells like blizzards over the landscape. He's invincible, and will instantly kill any resistance member he encounters. You lose the game if all of your resistance members die, so it's in your best interest to hurry on doing what you need to beat the game once he shows up.
You can issue orders on the world map, but ultimately it's up to your resistance members to get things done.
A Valley without Wind 2's graphics are a major improvement over the first game. This time, Arcen handed the job of graphics over to Heavy Cat Studios and they came up with a nice, hand drawn graphics style. A lot of enemies form the first game have been given a new look. Environments look more distinct from each other, with more detailed tiles and backgrounds, characters are more detailed and better animated overall and everything works together, rather than oddly clashing like in the first game. Where the fist game could be downright ugly, this is a major improvement.

The game also has a pretty sizable soundtrack, though notable it doesn't sue much if any chiptune this time. A lot of the tracks are remixes and rearrangements of stuff from the first game, and it all sounds better for it, of particular note is the game's title track "to one Who'll Stand and fight" It's somewhat rare you get a vocal track in in an indie game, and it's also one of the first times Arcen games included one. Though it would become something of a tradition for them, with a lot of their later games including at least one vocal track. overall the soundtrack is very nice, though again I don't think the soundtrack on Bandcamp is the complete soundtrack.
Graphics are much nicer this time around, and the assets work nicely together.
In playing the game I did encounter one notable flaw: The game would pause for a few brief moments whenever the games music had to change or restart. it was annoying, but didn't cause me to much trouble. In reality, the games biggest flaw is more about preference. You see, A Vally Without Wind 2 fixes a lot of things, but for every thing they fixed it seems something had to be taken away. Mage classes allowed for a much better control scheme, especially for gamepad users, but less freedom in developing your character. Level design is much cleaner and better focused, but there's much less exploration. Fighting Demonaica and his followers gives the game a clear goal and much better direction overall, but the game is no longer endless, in fact, you can lose now, and is no longer a sandbox. While I'd argue the game is better overall, I can understand people preferring some of the features of the original game despite it's flaws

Overall, A lot of what I said about the first game applies to the second: If you can handle some of it's stranger ideas, A Vally Without Wind 2 offers a massive amount of replayability. That said, while it has to drop a lot of stuff to do so, the sequel cleans up a lot of the first game's rough edges and is far more accessable as a result. That said, the two game come bundled together so if you're getting one game, you'll have the other and as well give it a shot while you're at it.

A Valley Without Wind 2 developed and published by Arcen Games, LLC. It is available on Steam. It's homepage, which includes a direct purchasing option and demo is available here. It's soundtrack is available on Bandcamp.

Wednesday, March 18, 2015

Barbarian Diplomacy - Depths of Peril

Diablo clone. I think it says a lot about a genre of games when it's still being defined as a clone of some other game. Diablo 2 came out in 2000 and even now, 15 years later as of this writing. I still hear games similar to it referred to as Diablo clones. In a world where we have First Person Shooters instead of Doom clones and Multiplayer Online Battle Arenas instead of DOTA clones, Diablo clones don't seem to have quite made a name for themselves yet. I've heard things like Hack and slash, Action RPG and even Loot-Driven RPG thrown around, but I've never seen any one term readily stick and it always comes back to "It's a Diablo clone".

With that in mind, Depths of Peril is... well I'll be tagging it as Action and RPG for this blog but yeah, it's a Diablo clone. Namely, it's a Diablo Clone that sees you as the leader of a covenant, fighting against other covenant's for control of the town of Jorvik. You do this by completing quests to help the town, gaining influence and strengthening your covenant, so you can take down the other covenants, either by making alliances with diplomacy, or as is more appropriate for a town full of barbarians, by gathering your men, storming their home base and beating the crap out of everyone inside it.
Welcome to Jorvik, I hope you brought your axe.
In Depths of peril, you have 4 classes: Warrior, Mage, Rouge, and Priest. They all work how you'd expect; The warrior hits things and can take a beating, the priest can buff and heal, etc. The classes are fairly standard, though there is an interesting twist in how the skill trees are handled. None of the skills require other skills as a prerequisites or even have any hard level requirements to unlock. Instead, skills further down the tree require more skill points to level up, you can even untrain skills individually, though it costs in game money to do this. Many skills don't even have a very high initial cost, meaning you can get what would be late game skills in other games fairly quickly if you can save up for them or have the money to untrain other skills to free up some points. There's also a bonus tree that all classes have access to. instead of skill points, the bonus tree gives various bonuses based on things like stats or level, like extra physical resist for having a high vitality. It's not a major game changer, but it's interesting and help to make things a little different.

On top of your character you also have a covenant to run. You can recruit up to 4 other characters to join you, either by finding them out in the world or by completing their recruitment quest when they show up in town. These characters act like simple versions of the classes you can pick, having the ability to equip a weapon, armor and shield and having a small handful of the skills that class has access to. The skills are random, so finding somebody with the mix of skills is a must. fortunately, you can kick people out of the covenant at any time to make room for new members. These characters will help defend your covenant while you're away, join you on raids against other covenants, or you can have one follow you around while you're adventuring and completing quests. your covenant also acts as your home in base, containing stashes for extra equipment, as well as places to put in guard monsters you can hire, relics that give you're entire covenant various skill and stats bonuses. There's even a book shelf you can fill with books you find, and not only can you read the books stored here, but each new book you turn in gives a small stat bonus.

Your covenant also has a life stone. This stone can quickly heal you over time and acts as your covenants life in a sense, when you or anyone in your covenant dies and resurrects, it takes damage, and enemies can also attack it directly if they somehow get to it. If it's ever destroyed, you lose. Fortunately, the stone slowly heals over time, so one or two random deaths aren't a major problem, but it will add up if you keep dying.
Reading the books is nice, but what's really good is the +1 VIT you get for having it on your shelf.
Of course, your not the only covenant in Jorvik. In each game, you can have as many as 5 other covenants fighting for control of the town, and they are an active part of the game, recruiting members, going out to fight monsters and complete quests. Fighting each other as well as trading and engaging in diplomacy. These other covenants are where the game departs from your typical Action RPG, as a lot of the game revolves around how you deal with them. Your ultimate goal in each game is to be the last covenant standing, or at least be allied with everyone who isn't dead yet, and you have some options on how to do that. You can spread rumors to hurt a covenant's influence over the town, set up treaties and trade routes. Or simply declare war and send your men in to go kill everyone and destroy their life stone. The game has a separate difficulty slider for how aggressive other covenants are, so you can control how much of of an impact they have on the game. That said I'd recommend leaving it on easy for the first round or two, at least until you've got a few levels under your belt and some extra members to help with defense and raids.

The other way Depths of peril makes itself different from other Action RPGs is in how it's world works. Quests in this game are not static, objectives don't simply sit around waiting for you to complete them. not only might other covenants get to them first, but quests can progress or even change when left alone. Is someone lost and need rescuing? If you don't hurry, they might die. Don't gather the materials the armorsmith needs fast enough? he might go out to do it himself and that might get him killed. If your really unlucky, a monster uprising might produce powerful named champions, who will eventually send attacks against the town itself. I actually lost a game once because an uprising I ignored ended with a gate popping up in my home base and flooding it with more monsters than I could handle. It's an interesting takes on quests and adds some urgency to things, forcing you to prioritize what needs to be done, and not just focus on what the rewards are.
While the game is mostly about slaying monsters, diplomacy is more important than you might think.
I should note that this game was originally released in 2007 and made by a small indie team, so graphically the game isn't all that great. Terrain is mostly flat plains dotted with random trees or ruins, many enemies are simple reskins of each other, and overall there's not a lot going for it visually. though to their credit they are using 3D graphics, which makes a nice change from all the 2D pixel art out there and while the graphics aren't the best, they are readily readable, enemies are easily noticeable and while gear can be hard to see, holding down either alt key will highlight things you can pick up for you, as well as things like chests you can interact with. also, what the game lacks in graphical powers it makes up for in modesty, as this game has virtually no system requirements and takes up very little disk space, which is nice if you usually worry about that kind of thing.

The game's music is also fairly minimal. It's actually fairly quiet even with the music slider cranked up, and it's mostly there to keep things from being too quiet. There's not really anything to say about it, it's just there. sound is a bit better, everything sounds like it should including plenty of little beeps, chimes and other effects to help help alert you to important events, such as the sound of someone knocking on a door when another covenant when they want to trade with you. enemies do make some noise as they move around, so there's a chance you'll hear them coming if you somehow didn't see them yet. Sound quality is decent across the board and does what it needs to, so while sound isn't exactly great, it get's the job done just fine.
It's not downright ugly, but it's not the prettiest game either.
In playing the game I didn't encounter any major problems, the game is a bit grindy, as 90% of the game is spent running around killing random things for look and XP, but that's typical for games like this. There is one problem I came across, in that managing your covenant members can be a bit annoying. There's no overall view of your covenant members, to see information about them, you'll have to go look at each one individually, this also makes comparing a member to a potential replacement somewhat difficult. Also, while the game will compare equipment for you, it only compares what your looking at to your equipment, not your covenant members, so upgrading their equipment can be a bit annoying. It doesn't utterly ruin the game, but it's something you'll have to live with.

So with all that said would I recommend this game? It honestly depends, If you don't like games like Diablo this is unlikely to change your mind. If you do like games like that however, want to see something a little different and don't mind a few rough edges? This is definitely a game to check out.

Depths of Peril was developed and published by Soldak Entertainment. It is available on Steam, GoG, Desura and Gamersgate. It's homepage, which includes a demo and direct purchase option is available here.

Friday, March 13, 2015

Exploration of an infinite world - A Valley Without Wind

Here's a game with a bit of troubled history. It started life as an exploration based top down RPG with a lot of crafting and some city building features. As time when on however, it changed. Features were reworked and cut, it changed from a top down game to a side scroller, even up to and past release it was undergoing changes, so many that The developers, Arcen games eventually decided to just up and make a sequel (which I will hopefully be covering sometime in the near future EDIT: you can read the review here), then sell both games together, giving the sequel to owners of the original game for free. The whole thing was a rough, confusing ride, so what exactly are we left with?

A Valley without wind starts with an Unusual setting. The world of Environ is suffering form a major problem: Reality has shattered. Rebuilding the world as a patchwork mess of different places and times, covered in unending windstorms and ruled over by overlords. Only glyph bearers can withstand venturing out of the safety of various settlements to look for supplies, build shelters to fight off the wind, and hopefully taken down the overlord that rules the continent. It's an interesting set up that mostly works as an excuse for the gameplay, though there are additional story snippets to uncover by exploring the game, they uncover more back story and fill out the world a bit more. It's interesting, and worth going after for those interested in the setting, though you can just as easily ignore it.
You'll be exploring several different environments in game, the layouts of which are randomly generated.
The gameplay of A Valley Without Wind is odd. Mostly it's a open world platformer, you can explore massive randomly generated worlds looking for weapons or other items you can use in your quest to beat the current continent's overlord. Which unlocks a new continent for you to tackle, the game is actually endless, and will generate an unlimited number of continents for you to explore and liberate, constantly getting harder as you go.

With that in mind, most of the gameplay for each continent is based around preparing to handle the overlord. you'll explore the world for supplies, attacking lieutenants to weaken the overlord, putting up wind shelters tot keep the wind storms at bay, or just searching the land for better spells and enchantments to fight with. Spells are your main weapon in the game, there's a lot of them though many are very samey, mostly they're simple projectiles or melee attacks that do different elemental damage, enchantments meanwhile act like equipment, doing things like increasing projectile speed, increasing damage with certain spells, or even more interesting things like double jumps or the ability to safety enter the acidic water that covers the world.

you get a lot of your rewards in the game through missions. They're also randomly generated and there's quite a few different ones you can find scattered across the world. Such as clearing a tower of bosses, protecting supply crates from falling meteors or even dodging obstacles as you fall down a tall building or cave. They do a good job of breaking up the random exploration and finding and completing them makes a good short term goal in game.
Missions  can have all sorts of objectives, such as falling to the bottom of a tall building.
There's also your settlement, you can survivors to live in your settlement, as well as buildings that give them or yourself some sort of bonus, such as extra movement speed or damage resistance. You can also send survivors out on dispatch missions though admittedly, this is perhaps the weakest part of the game. Settlement management is mostly about making sure there's enough farms to feed everybody, then dumping mood and skill improving items on people before sending them out on missions and hoping they succeed or at least not die. Fortunately, you can change the difficulty for various parts of the game individually, so if you don't like something like the settlement management, you can always drop it to it's easiest setting and not need to worry about it much.

Finally, there's how the game handles death and progress. The game has a sorta perma-death to it. you pick a character with semi-randomized stats and traits based on what time period they're from, and when they die, they're gone for good. But you get to keep your spells, enchantments, and inventory and simply continue the game with a new character. Progress meanwhile, is based mostly on a system of unlocks: doing things unlocks more things, both good ad bad. Kill a lot of enemies? new enemies of that basic type show up. Missions gain new features as you complete them. Killing all enemies in a section of land might add a new crafting ingredient and so on. There's a lot to unlock as well, more than enough that it should take a few continents at least to have unlocked and seen everything.
wind shelters are an important part of the game as you need them to push back the windstorms that cover the land.
Graphically... I'm not going to mince words and just say it's horrible. Terrain is basic, characters are poorly done CG. background elements stick out from the rest of the world like sore thumbs. When you're inside buildings, the walls and floors are pure black, there's no texture or detail to them. The whole thing just doesn't really want to come together. This is an ugly game, even the developers seem to think this, given how they made a point of completely redoing them for the sequel. To some people there might be a sort of charm to it, but this is honestly not a game you get for it's amazing graphics.

What it lacks in good graphics, A Valley without Wind more than makes up for with it's soundtrack. The game has a massive soundtrack with dozens of songs, ranging from chiptunes, to piano pieces, even a bit of synth music for good measure. The music is nice and varied and it'll take awhile for the songs in it to start wearing thin, which is great given the size of this game. Unfortunately, while there is a soundtrack available on Bandcamp, which I linked below. It's not the full soundtrack. In fact it's only a volume 1 but I never saw any further volumes put out which is sad as the game's soundtrack is easily one of it's stronger points.
Overworlds like this help tie the game's many locations together.
Outside of the graphics, the game has two other notable flaws, the first is that the controls are somewhat awkward, the game works best with a mouse and keyboard, but between all the hot bars and using various spells and abilities it's a lot to manage. You can adjust the controls and it helps to a point, but it's hard to play the game without having to occasionally rearrange hotbars, to say nothing of thumbing through the games various menus. The bigger problem is the games random nature. The world is absolutely massive and doesn't do much to guide you, which is nice when you're just wandering around, but when you need something specific, like a certain building or adventurer with a certain skill, trying to find it in that near infinite landscape can be a major pain. There is a store in the settlement which lets you buy this stuff with an in-game currency call consciousness shards, which you can find scattered around the world or off defeated enemies. It's meant to help alleviate this problem, and it does to a point. Though the prices for the bigger things like the all important wind shelters are quite expensive.

Overall I'd recommend this game, but with a small warning: There's a lot of weirdness and rough edges to this game. If you can work with that and look past all those rough spots I've mentioned in this review, there's a massive game you can sink dozens of hours into, and you get the sequel as a bonus. Otherwise? It's probably best to skip this unless you wanted the sequel, since the two games are sold in a two game bundle and can't be brought separately.

A Valley Without Wind developed and published by Arcen Games, LLC. It is available on Steam and Desura. It's homepage, which includes a direct purchasing option and demo is available here. It's soundtrack is available on Bandcamp.

Sunday, December 7, 2014

When you play it, you'll shoot bricks - Hyper Princess Pitch

It's December, the holiday season, Christmas is in a few weeks, with the new year right behind it. the snow and cold means it's a good time to stay indoors and play some games. It also means idiots like me running stupid little blogs nobody reads are required to review Christmas games. Well, I say that but the truth is I've got a good Christmas themed game, one that I like to play for a bit each year and while my medical issues mentioned in my last post prevent me from readily playing and reviewing games for the time being, I figured rather than close the year here on that, I should try to put aside some time and pull myself together to give this game a review.

Hyper Princess Pitch is a top down action game based on an old action games like Smash TV, or the old DOS Operation: Carnage, which the developer says this title is a remake of. I'll admit I have never played operation Carnage and am not very familiar with it. but I don't think that's too important to enjoy the game, just under stand that this is a fast paced, arena based top down shooter and you'll have a good idea of what you're in for.
When a game starts with a scene like this, you know you're in for one hell of a ride.
The game has a simple story. you play as Princess Pitch who, along with her legless, jet powered cat named Catstrike, head to the north pole to rampage through the factories of Mecha Santa in an attempt to stop Christmas, because she never got any presents. while the story is mostly just an excuse to run around shooting things, I have to hand it to developer for coming up with a completely insane story that sets the tone for the rest of the game.

Gameplay in Hyper Princess Pitch is fairly simple. Each of the games stages are broken into several rooms, each room being a sort of set piece, with waves of enemies that swarm into the room that you have to defeat to move on. An interesting feature is that while the game boasts about 70 rooms to paly through, you don't see them all in one game, instead each room can have multiple exits, leading to each stage having several branching paths. it leads to a good amount of replayability as it will take several playthroughs to see all the rooms.
enemies like to attack in huge swarms
To clear the rooms, you have several weapons at your disposal. Starting with a basic gun that shoots bricks. Yes, bricks. you also have a rainbow gun that shoots bouncing projectiles, and an ice gun that has a short range, but can destroy some projectiles. There's also several powerups, giving you temporary access to abilities like spread fire or extra movement speed, or even an airstrike from your cat Catstrike to clear out large waves of enemies. while there's only a few weapons and powerups, each one feels unique and nothing feels redundant or useless.

The game also has plenty of enemies to fight. from killer elves and tops, to trains and sleighs armed with cannons, some rooms even have unique or rare enemies not readily found anywhere else in game. this culminates in the boss, which are as crazy as the rest of the game, wither it's a massive robot elf or cat headed tank, each boss is massive, filling most of the arena and takes some effort to bring down. there's also what happens when you beat the bosses that While I won't say what happens as I think it's best if you see it yourself, I will say it involves a lot of explosions and is fitting over the top for a game like this.

Some rooms like this, offer some unique challenges
The game uses pixel graphics and while it is Christmas themed, it handles it in a slight unusual way. This is a Mecha Santa we're dealing with and the game's graphics reflect it with you fighting off elves and Santa hats in giant metal factories. graphics for the most part are simple and fairly clean, every thing is nice and colorful, and simple enough that the details don't detract from the frantic action on screen.

The sound in the game is fairly retro, all bleeps and bloops that fit the game nicely, and don't become annoying when the action gets heated, there's even a few lines of voice acting which are suitibly over the top and fit the tone of the game nicely. The music however, is easily the games greatest strength. interestingly, Hyper princess Pitch does not use Christmas music, but instead has an original score that consists of some rocking chiptunes that while somewhat short, are a lot of fun to listen to and back the action perfectly.
Each stage ends in a fight against a large boss
The game surprisingly doesn't have any major flaws. i haven't encountered any bugs, helped by the fact that the developer still supports it, releasing a new patch about once a year or so two tweak things. The game even has two separate executables to make sure it's compatible with as many systems as possible, which is amazing given this game is a small freeware Christmas game. The game is fairly short, but is built around replayability with local high scores and multiple difficulty levels to play through. Plus it's free, meaning it's not like you're paying anything to start with.

Overall. If you want a good game to play around Christmas time, this is it. it's fun, crazy, highly replayable, and is freely available for download. It's even a very small download, only about 20mb zipped. so there's very little reason not to go and give this thing a try.

Hyper Princess Pitch was developed and published by Remar Games. It is available from the developer here. it's soundtrack is available on Bandcamp.

Tuesday, October 28, 2014

Beware of the blob... - Creeper World 3: Arc Eternal

This is a game that somewhat defies description. On paper Creepr World 3 a tower defense game, except your towers can readily move. It would be realtime strategy, except the mechanics are nothing like a typical RTS. If I had to call it something I'd Say it a Tower Defense/RTS hybrid but even that might not be quite right. Whatever it is, we're clearly dealing with a unique game.

Creeper World 3: Arc Eternal actually has a fairly complex story about humanity's fight against an invading force called the creeper which is which takes the form of this strange blue slime that spreads to cover entire worlds. What exactly the stuff is and what it's doing are a major part of the story, and there's more here than I would of expected. As always I can't give much in the way of details because of spoilers, but I will say the game takes place a very log time after the first two games, and covers a lot of what happened since then. There are some references to the first two games, but you don't need to have played them to make since of what's going on here.
From this map, you can choose what mission to take on next.
Gameplay in Creeper World 3 is fairly simple, from your main base, you build weapons to fight back the creeper, and to power them you need to build collectors, which generate energy and help build a network which you need to transmit all that energy through. your main objective on most maps is to clear a path to the emitters the creeper is coming from, allowing you to build nullifiers to destroy them. and to do that the game gives you a lot of options. on top of simple lasers you can use mortars to blow small holes in the creeper, or use aerial units to get at distant areas. you can even build ore mines to produce anti-creeper, which can hurt creeper but won't damage your buildings. The whole time you have to carefully manage your power. try to build too much at once or don't have enough collectors making power and you'll have brownouts, slowing everything down as your base struggles to meet the demand.

The creeper itself is an unusual enemy, like I said before it's basically slime and it does act like a liquid: quickly running down hill or pooling in ditches or valleys to create deep pools of the stuff. The terrain makes a huge difference as trying to clean out a pool of Creeper is very different from trying to fight uphill against it. In fact terrain is a big part of the game, unlike other strategy games, the creeper doesn't make units or plan attacks, it just spreads. How it spreads depends entirely on the maps layout and how you choose to fight it.
Terran has a huge effect on how the creeper acts
The game comes with several game modes, on top of the main campaign there's two additional areas called tormented space and the prospector zone. These areas contain extra missions, complete with their own campaign map that slowly unlocks new missions as you beat previous ones. There's also the Dial Map Device which acts as a random map generator, the generator allows you to tweak several properties to effect how maps are generated, and you can even save and name generated maps to share them online with other players, or readily play other maps that players have saved. There's even a map editor for making your own maps, as well an in game browser for easily downloading and playing user maps. Put simply, there's a lot of content to this game.

In fact, the amount of content this game has is worth mentioning. Between the campaign, tormented space, and prospector zone, there's easily hundreds of missions here. Add the map generator and user maps, and you've got virtually unlimited missions, this would be overwhelming except the game handles it in a simple but rather clever way: The bulk of the content is optional. The main story campaign is actually quite short, it's only about 16-17 missions and can be beaten in only a few hours. meaning if you just want to beat the game and see the ending, it's not all that much of a slog. If you want more, there's all the content you could need, and you can readily take or ignore almost all of it.
This is a map of the prospector zone, each one of those stars can contain several missions.
The game has a nice soundtrack, it goes for more of a sweeping, orchestral score and while there's only a few tracks, they're all nice to listen to and fit the game's overall theme of fighting against impossible odds quite nicely. Sound is somewhat minimal but effective. It's mostly the sound of weapons fire, backed with the occasional whoosh of things flying up or down from orbit, backed up by the occasional beep or siren to warn you of something important, there's no ambient sound or anything like that, but that's fine as when missions heat up the sound of weapons fire becomes almost constant. Everything works and there's nothing to distract you.

The games' graphics seem to somewhat favor form over function. Unit designs are somewhat simple with a nice, clean UI that's easy to read. The layouts of some levels can be interesting but for the most part this game seems to be designed more around being readily readable than pretty, and it succeeds at that. Units are brightly colored to stick out from the terrain and it's easy to see what's going on at a glance.
Small maps are difficult in this game, as the creeper can quickly overwhelm you.
Surprisingly I haven't encountered any major flaws with this game. The only real bug I encountered is some lag when changing menus but other than that I didn't encounter any major technical issues. The worst I can say is that in playing the game, I found some of the units to be mostly useless to me, and I tend to focus on the same small handful out of what's available, though how much of that is due to my play style vs, how the game was designed I couldn't tell.

overall I'd say Creeper World 3: Arc Eternal is a game worth having. It has a really unique take on tower defense, and with almost limitless content, the game can readily last as long as you want it to.

Creeper World 3 was developed and published by Knuckle Cracker. It is available on Steam, Gamersgate and Desura. It's homepage, which includes a demo and direct purchase option is available here.