Red Dead Redemption 2, a game renowned for its immersive Wild West narrative, also captivates players with its array of paranormal encounters and eerie side characters. These creepy characters and supernatural elements add a layer of mystery and intrigue, making the game a treasure trove for paranormal enthusiasts, explorers, and completionists.
Spoiler alert – we’ll delve into 15 weird or paranormal creatures and characters that you can encounter in the vast, mysterious world of Red Dead Redemption 2. Starting with…
The Strange Man
The Strange Man, an enigmatic figure appearing throughout Red Dead Redemption 2, offers cryptic messages and unsettling insights. His knowledge of the protagonist’s past actions and the vague predictions about the future add a layer of mystery and paranormal intrigue to the game. Players encounter him in various locations, where he imparts his enigmatic wisdom. The Strange Man’s presence leaves players questioning his true identity and purpose. Several references to the devil seem to surround him.
The Vampire of Saint Denis
In Saint Denis, players can uncover a vampire by following a series of clues. This paranormal encounter offers a unique and unsettling experience, adding a touch of gothic horror to Red Dead Redemption 2. The vampire’s existence reveals a narrative of an ancient evil lurking in the back streets of a modern city.
The Night Folk
In the eerie swamps of Bayou Nwa, players may encounter the Night Folk. These hostile figures, known for their disturbing rituals, add a chilling, supernatural element to the game’s atmosphere. Their silent, sudden ambushes and unsettling presence reveal a darker side of the already dangerous Bayou, hinting at a world beyond the living.
Francis Sinclair
Francis Sinclair is a man from another time that players encounter during a questline involving time travel and mysterious artifacts. He tasks players with finding rock carvings scattered across the game world. One of which seems to depict an atomic bomb. It leads to a mind-bending revelation about his true nature. Francis Sinclair’s narrative adds a connection to the future and a hidden message about the nature of time itself. He seems out of time and place and challenges players’ perception of reality within the game’s universe, especially when he shows up as a newborn baby at the end of the story. Some relate this character to “future” events in Grand Theft Auto V.
The Feral Man
Roanoke Ridge holds a secret – the Feral Man. This wild character is living in harmony with his pack of wolves. His presence reveals a narrative of isolation and a life far removed from civilization. Beware: he doesn’t take kindly to strangers lurking about his cave. Is he a werewolf, or just a loony?
The Robot
Meet Marko Dragic, the inventor, on a remote hill laboratory where he works on a secret, revolutionary project for the new century: a sentient piece of machinery. Not all goes well and eventually, Dragic is found dead and the robot escapes. A quest leads you to the robot high on the peak of a frozen mountain. Alone facing the far mountains he voices a sad “…Papa…”. The robot’s existence and its creator’s fate reveal a narrative of ambition, invention, and the blurred line between life and artificial life.
Bigfoot
Of course he is in Red Dead Redemption 2… a bit hard to find though… By examining various animals and following a trail of birds, players can uncover the hiding place of this legendary creature. Although Bigfoot remains elusive, mysterious piles of bones scattered throughout the game world suggest its presence.
The Ghost Train
Late at night, players may witness a ghost train haunting the tracks of New Hanover. This spectral locomotive adds a supernatural element to the game’s world, enhancing the paranormal atmosphere of Red Dead Redemption 2. The ghost train’s appearance reveals a narrative of a tragic accident and lingering spirits.
The Locked-Up Braithwaite Girl
In Rhodes, you can find a mentally ill locked-up girl in an outhouse, revealing a tragic and disfigured story. Her family decided to lock her up in an outhouse instead of sending her to a sanatorium. Gertrude screams constantly and repeatedly recites a mysterious number sequence that somehow relates to Grand Theft Auto V’s phone number for Madam Nazaar (a character that first appears in Red Dead Redemption).
The Mutant Creature
A creepy Frankenstein-like creature can be found in a house in West Horn, featuring a pig’s head, wings, and multiple limbs. The abomination can be found in a sort of biology laboratory in an abandoned mansion.
The Cave Devil
A hermit living alone in a cave in West Elizabeth claims to be the Devil himself. He wears gray hair styled to resemble the Devil’s horns. A glowing red pentagram can be found near him, indicating that if he isn’t the Devil, he might at least be in communion with demonic forces.
The Donkey Lady
In Cholla Springs, players can come across the corpse of a creature that appears to be a mix of a donkey and a woman. Since it’s not a living creature, it remains unknown if this was a supernatural being.
The UFOs
Aliens have invaded Red Dead Redemption 2, with UFO encounters scattered across the map. These extraterrestrial sightings provide an eerie, otherworldly experience, adding a sci-fi twist to the game’s narrative. The presence of UFOs reveals a narrative of hidden alien life and mankind’s quest for understanding.
Bray and Tammy Aberdeen
Pig farmers. Go visit them. They’ll invite you to dinner. Some of the most disturbing characters in the game, they’re an incestuous couple of brother and sister who might just be cannibals. The food tastes… different. After drugging you they’ll take your money and drop you in a shallow grave.
The Serial Killer
You’ll find several corpses grisly mutilated throughout the world. Follow the clues and you’ll meet the one responsible at his lair filled with newspaper clippings and several mutilated corpses in a truly horrifying scene. Oh, and he isn’t happy about you showing up.
The truth is out there
Red Dead Redemption 2 offers a captivating world filled with paranormal creatures, creepy side characters, and supernatural phenomena. Each character not only adds to the eerie atmosphere but also reveals a unique narrative, enriching the overall storyline. So, prepare to explore the unknown and uncover the secrets of these paranormal creatures in Red Dead Redemption 2.
I’m an original backer since when it first was announced way back in 2012.
I wanted to distance myself from the game before posting on my blog since Star Citizen is (still) in development. Thoughts about the game’s development tend to be polarized and I did not want my fan enthusiasm to compromise my perception of the game.
Maybe now’s the time to clarify some misconceptions and point some concerns regarding Chris Robert’s massively crowdfunded project.
I won’t hide it.
I am biased in favor of Star Citizen. The skepticism of some people is understandable, and the wait isn’t for everyone. -Are you one of these people?
Hopefully, you’ll find out after reading this article.
I will try to analyze some of the frustrations, doubts, and expectations that the fans and the haters are experiencing or discussing – hopefully enlightening newcomers to the game.
The aim of this article is to clarify and avoid buyer regrets.
Star Citizen is hard to define, but let’s start by saying that it is one gigantic sandbox for many different types of emergent gameplay. Composed of two parts, it will feature a single-player campaign (Squadron 42) and an online Persistent Universe (MMOG-like).
They create the universe, you make the rules.
As with most 4X space games, FREEDOM is the keyword for the universe. Star Citizen allows you to become a space farmer, a miner, a bounty hunter, an explorer, a smuggler, a racer, a law enforcer and anything in-between.
The Star Citizen team is looking to develop a sandbox universe that provides a fertile ground for emergent gameplay. They are creating the tools for you to become whatever you want to be. As an example, for a while, I had fancy a ship called Constellation Phoenix, which I planned to rent out to factions interested in using it for important meetings. During their stay, I would provide them with drinks, entertainment, and security.
I eventually traded the Connie for the Endeavour – a sprawling modular ship that will allow me to cultivate plants and make drugs on the same ship (legal …or otherwise) – it even stars a hangar to allow willing traders to dock with my ship!
The game will feature unprecedented sci-fi realism and a ton of complex missions and mini-games that will require learning and skill to master.
Nothing is dull or simple in Star Citizen.
As an example, mining requires foreplanning and skill – unlike most space games, you actually have to learn how to mine and be very careful when doing it in order to avoid damage to your ship or even loss of life. Selling your minerals won’t be linear either. Prices fluctuate according to supply and demand in different parts of the Universe, influenced by real-time player and NPC interaction. This was also analyzed in my other post that discusses economics.
This sandbox gameplay leads to many venues of gameplay exploration. This freedom to do whatever you want is the core focus of Star Citizen.
I also expect this game to become a major social hub for me and my friends.
COMPLAINT #1 – The game has no objective.
Objective – Achieve fun (0/100)
There’s no denying it. It’s true. Is that REALLY a problem though?
Just like Grand Theft Auto online, or Red Dead Redemption 2 online. Star Citizen’s Persistent Universe won’t hold your hand or set you on a campaign path. You get to choose what to do, where to go, what to see and who to meet.
If you really think you need guidance, then why not set YOUR OWN goals? Why not set a personal goal to explore every single system? …or instead to amass wealth and spend it all on a luxury liner like the 890 Jump?
The ghost cruise ship of enjoyment
A long time ago, I used to play a game that had very much the same essence of Star Citizen – Freelancer, a game by the same head developer (Chris Roberts) that I mentioned in my previous post. When playing Freelancer online, you would find yourself cruising the star lanes for long periods of time on your way to make a trade. One day I was crossing a remote part of the game’s universe when I spotted a massive player ship that was constantly communicating in system chat. Oblivious to my presence, this was his message to his own imaginary crew of tourists:
“Ladies and gentlemen, we have now arrived at the Tau-31 system. To our left, you will be able to spot the beautiful semi-desertic landscape of Planet Harris, one of the first terraforming efforts by Planetform, Inc. Please return to your seats. We will dock at the Holman Outpost in 5 minutes.”
To think that this player was investing his time roleplaying as a tourist cruise ship really blew my mind. That route was probably not even profitable – but he didn’t care – because having fun was his objective. And whatever he was doing was fun for him.
Oh, by the way, there’s no “endgame” in Star Citizen either. Sandbox.
If you can’t understand the concept of setting your own goals, then please stop reading now. This is NOT the game for you – Abandon ship!
COMPLAINT #2 – The game is pay-to-win.
As I discussed in one of my previous Youtube videos, the concept of Pay-to-Win is that you get an edge in a competitive environment by injecting real money into the game. Whoever pays the most has the most chances of “winning“.
Although it is true that you are able, through various means, to buy in-game credits or ships with real money, the real question is WHY would you do it when the game has no end-goal…
Star Citizen is not about genital length comparisons. There’s no point in spending money in this game except for two very honorable reasons:
To support the game development process if you believe in it
To unlock new gameplay layers without having to grind to get there
However, if grinding is made fun (which seems like it will be with so many different things to do), you will actually be LOSING content by skipping gameplay aspects that you would otherwise have to explore and experience to achieve your final objective.
That sense of progression
This is exactly the reason why I’ve considered giving away all my ships – so I could start with the smallest, cheapest one ever and see my own game story grow from there.
If you believe SC is still pay-to-win then embrace it this way – or Abandon ship!
Instead, think of the guy cruising his tourists for fun. -Does it really matter how he bought his ship? -How does his enjoyment affect you? -What are his goals?
Sure, there are ships that cost over 400$ and there are ship packages which include a ton of ships (which are actually at a bargain price when you consider each ship’s individual price). But those ships and packages are NOT intended for just one person or a newcomer. They require several people to play.
Think of the Banu Merchantman which has a crew capacity for 8 people and costs 430$. Divide 430$ by 8 people and you get the price of the cheapest game package. Go gather your friends and buy one!
These massive ships are NOT intended for solo play.
People who buy large ships now are simply trying to support the game’s development.
Also: every ship will be available to purchase with in-game money. GTA V does this well. It gives people a reason to try to make in-game money. Something to strive for. An objective.
COMPLAINT #4 – The game will never be finished
Star Citizenhas been in development for 8 years now. The same amount of time as the sci-fi single-player game Cyberpunk 2077 by CD Projekt Red studios – which is expected to be delivered in 2020.
However, unlike Cyberpunk, Star Citizen is nowhere near completion. At the same time, and unlike Cyberpunk, it shares its progress with the community regularly, instead of working behind the scenes and ultimately presenting a finished game. The complexity of developing each game is also radically different.
Some claim that the game will never be finished because of the feature-creep-Cthulhu. Others say their plan is actually to never even deliver a finished game. Even more skeptic ones say that Chris Roberts has run away with the crowdfunded money to a tropical island in the Pacific.
Feature Creep
If you’re one of the investors (a.k.a. players) who feels frustrated by the way that they seem to keep adding new features and delaying the final delivery – then consider accepting it as a requirement or, instead, by blaming it on the idealistic dreams of the community.
A couple of years into development Chris Roberts suggested he could deliver a simplified game in two or three years. One day a poll showed up on the Star Citizen website. The developer wanted to figure out whether the community would prefer to see a simplified version of Star Citizen within their initially planned timeframe or instead to deliver a more in-depth experience, one which would require a longer development stage.
As I somewhat expected, the community overwhelmingly (I believe almost 70%) asked for the later without knowing exactly what the real timeframe would be.
This meant that Chris Roberts could freely deliver his dream game. One he had been preparing for most of his career as a film director and game developer (Wing Commander, Privateer, Freelancer). Now he had big plans for Star Citizen and hiring the feature expansionist Tony Zuroveck (Ultima series) would only reinforce his interest in developing very in-depth and detailed game mechanics.
Innovation and delay
Even though many of these features or minigames are a gameplay delight, they take time to develop. A very long time for some. They also exponentially increase the number of bugs to tackle and problems to solve.
One of these features is the planetary tech they’ve developed. To render such massive planets and avoid loading screens sure was impressive – but it was also one of the reasons why the so-difficult 64-bit precision had to be accomplished in the engine.
Ships, in order to support the newly added features or concepts also have to be redesigned from scratch, like the Cutlass Red which serves as an ambulance and integrates with the health system, or the Carrack for the exploratory aspects of the game.
As a result, yes, feature creep is real and a real concern. It does divide the community between those who just want to play the game as is but in a more polished state and those who instead want the game to become better, with more content, features, and professions to explore.
Star Citizen will never be released!
We should consider that the initial team for Star Citizen was rather small (50 employees) and the company had to slowly grow. Now they employ approximately 500 people in 5 studios across the world. This meant that more people had to be introduced, and teams still had to learn to work together on core aspects of the game, which ultimately lead to a slow start.
To support the growing number of employees, the initial record sales of the game wouldn’t suffice.
Looking at their latest financial report, one would quickly realize that what’s keeping this game in active development aren’t the initial sales anymore, but rather the on-going ship purchases, upgrades and merchandising. These sales sustain the whole team throughout the year.
Some people claim that they’re only making ships and concepts for ships to make money.
Well… this is… true. They need to do so, in order to keep the project alive and proceed with development.
The reality is that the players are frequently buying paper ideas that aren’t yet realized in-game and are likely to change. Understandably, spending a lot of money on something that doesn’t yet exist seems difficult to accept for many outsiders.
Tic Tac Tic Tac
Adding to all this, as time goes by, age takes a toll on the game’s engine and assets, which has to be updated from time to time. Physics-Based Rendering (PBR) wasn’t a common feature in games back in 2012, but as time passes and technology evolves, it had to be introduced to avoid the pitfall of ending up with an already outdated game on release. This meant refactoring all ships once again.
The same happened when the components feature was introduced. Ship components are parts of the ship that can be handled, fixed or replaced. The ships weren’t prepared for that and had to be refactored one more time.
Due to the live development approach, CIG prefers to deliver functional updates to allow the players to access other features or content. These features are developed iteratively, being later on optimized, improved or further developed to add new innovations. The fact that they keep revamping the same features over and over is not a pre-planning issue but instead a requirement of the live development process.
Drinking Mojitos
I don’t think Chris Roberts is on an island in the Pacific.
This is his dream work. His unique chance to build his masterpiece.
His previous games have revolved around this theme and now he’s finally got a chance to make his vision truly come to fruition on his terms without any form of corporate pressure. Why waste the opportunity?
This is what led me to back this project. I’m a huge fan of his sadly incomplete Freelancer and I really want to see Star Citizen succeed. I’m usually relaxed and I don’t excited about a game easily. Well maybe except for Red Dead Redemption 2 and Microsoft’s Flight Simulator 2020!
My concern
The fact that the game development costs are just as high as their regular revenue is a concern as there’s a point when players stop investing in new ships and merchandise. They will constantly need to reach out to new players in order to keep development going. This could also be seen asfinancially and strategically sound to work as fast as they can with the assets they have access to.
Apparently, last month was one of the most profitable ones for Star Citizen with many new citizens joining the ranks.
I’m convinced by my peer’s attitudes towards this game that there is a significant amount of people who are actually interested in the game but still patiently waiting for it to release before buying it. Maybe still afraid of it being vaporware. If true, this should act as a life-saving device as they can “release” the game whenever they want and get a large influx of fresh new money to sustain development for a few more months or years. The truth is that the game is more than playable right now, even if it still lacks content.
Eclipsing thoughts
Star Citizen is said to be being developed to achieve a 10-year longevity goal. This is the main reason why they wish to build a solid core game engine that allows for improvements and extra content over time.
Game development tends to become faster and faster as more of the foundational game mechanics are set in place. We should see a LOT more content coming in 2020.
What are your thoughts on Star Citizen and this article? Do you share my view? What are your concerns?
Leave me a comment below, or check one of my other posts! If you liked this one, you might also like THIS one.
You should also check out my Star Citizen Ship Comparison Tool which is currently on standby waiting for some support from the community. Leave me a comment if you would like to see it shine again!
As you might remember from my previous post I’ve been playing Red Dead Redemption 2 recently. Unfortunately, sometimes, as with Grand Theft Auto 5 and The Division 2, I would experience CPU and graphics card usage peaks that caused the game to pause for a few seconds or even disconnect from the online game when the peak was too long. Sometimes I would get stuck in a loading screen for ages until finally, the game’s online status timed out.
The game “loses” connection to the server, not because of an Internet connection problem, but instead due to an extended delay in a response to the server. This is caused by the local CPU/GPU.
Because of this issue, many players get this message when playing Red Dead Redemption 2 online:
ALERT: You have been disconnected from Red Dead Online due to a fault on Rockstar game services (Error: 0x20010006)
This was particularly common when Red Dead Redemption 2got released, but I thought I had fixed it until yesterday (14th November 2019) when the new patch was delivered. Apparently, this affects some CPUs and NVidia graphics cards.
I’ll go over the official and the non-official fixes. I’m currently using both.
How to fix stuttering, disconnects, and performance with Launch Arguments
Before following through this post for more in-depth fixes, check out a tool I developed to help you set up Red Dead Redemption 2 launch arguments. One of the sections on that tool is specific to performance. It also helps with graphics, bugs, stuttering, etc.
Before changing anything, make sure you update your graphics card drivers! I’m pretty sure this is a CPU+graphics card issue and it definitely might help to make sure you’ve got the latest graphics driver – especially for NVidia graphics cards.
The Official Patch
This new official patch actually introduces a CPU load balancing feature – but it has to be enabled manually in the Rockstar Games Launcher. To do this, you should go to your Rockstar Games Launcher and click Settings on the top right corner. Then at the lower-left corner select Red Dead Redemption 2, which will display your options for the game. Scrolling down to the bottom you’ll find a Launch Arguments section, where you should input the newly added argument (on the 14th November 2019 patch):
-cpuLoadRebalancing
Another Official Update – 14 Nov 2019
On the same day, Rockstar dropped an article on how to fix an issue related to certain NVidia graphics cards. Check it out:
Players with NVIDIA graphics cards and 4-core or 6-core CPUs should install the GeForce Hotfix Driver Version 441.34 from NVIDIA and remove any launch arguments to resolve this issue. – ROCKSTAR
This alternative hotfix is available right here by installing the latest GeForce Hotfix Driver Version 441.34. Apparently, if CPU isn’t your problem, then the graphics card might be the culprit! Let me know if this solution fixes it for you!
The non-official way to improve system stability
Let’s start by reducing your current CPU load.
By doing so, we’ll be giving more room for the game to function properly without resorting to RAM buildup or disk caching which both may cause bottlenecks and thus stutters, disconnects, and crashes.
CPU, RAM, DISK, how does that even work… and why is that a problem?!
As you know, a processor makes mathematical calculations, but it takes some time to deliver them. Let’s say you arethe CPU and I’m giving you a paper which says 3+5=?. Easy. Right?
Now I’m giving you a sheet of fifty pieces of paper, each one with a different calculation to perform. Aaaand now I’m giving you one hundred more calculations.
You can’t really hold them all in your hands and you need more time to deliver those results before I give you more calculations to perform!
…This sounds a lot like my old boss.
So you put those sheets of paper on your desk while you make your calculations. That’s yourRAM. Once your desk is filled up and there’s nowhere else to put more paper on it you start using your desk’s drawers, which takes a bit longer because now you need to open them up before placing the paper in there. That’s yourDISK.
Slowing down to a halt
Okay, so my CPU isn’t the best. I’ve been using it for a few years now and it is starting to feel the weight of age with heavier processes and games. GTA V was also very CPU intensive. I also love flight simulators which also consume a TON of CPU capacity. I’m really looking forward to the new Microsoft Flight Simulator 2020. You have got to check it out. It is absgorgeously beautiful.
This has led me to try and find ways to circumvent this issue and get the best performance out of my rig. So let’s get right to it.
Steps to reduce CPU usage
Let’s start by freeing up your CPU from unnecessary calculations and clearing up your RAM usage by turning off stuff that isn’t required to run the game.
Start by closing EVERY browser window, WhatsApp, Spotify, opened Windows folders, etc. also check your tray icons next to your system clock for useless software that might be running in the background. Disable any on-going anti-virus full system scans (no need to turn real-time protection off).
Google Chrome is a heavy CPU load hog – make sure you save this page to your bookmarks and close it now! I mean, later, when you’ve read through this post!
Check your system load by pressing CTRL+SHIFT+ESC to bring up your Windows Task Manager and click on the CPU tab to check which processes are consuming the most out of your processor and make try to turn them off if you can.
Note: to the right you’ll also see a tab for GPU usage. If you notice that your GPU usage is above 70% then you definitely should consider upgrading your graphics card. Check your graphics card at GPUCheck and see how it performs compared to more recent card models. If instead you wish to see how your CPU compares, check out PassMark.
An alternative to improve CPU usage and reduce stalling
It helps to maintain system stability by adjusting CPU process priorities. This means that it will do its best to make sure that your system keeps running smoothly by prioritizing processes that are critical to System stability. RDR2 likes to peak CPU usage from time to time – to a point where it will make the whole system unresponsive, which leads to a crash to desktop or a BSOD (it did happen to me before using Process Lasso!).
You may also use it to safely free up RAM automagically.
I have to say that I noticed a significant improvement in system stability since I started using Process Lasso.
They have very nice documentation that explains how to use it in detail. Make sure to check them out beforehand!
In conclusion…
Sure, maybe your old machine needs an upgrade – but the truth is that even with new PC builds, you’re prone to encounter issues like these again, as the CPU usage spikes are abnormal and caused by bad programming and rushed software development.
Before spending any more money, follow my tips and see if they solve your problem!
Let me know if they help you play this awesome game!
GTA Online – Your account does not have permission to complete this purchase.
This is the message that a bunch of players are seeing when they try buying chips from the cashier at the newly established GTA Online Diamond Casino Spa & Resort in bloody Los Santos.
The very anticipated Casino has just opened today – but gambling is not for everyone. Killing, stealing, trafficking is all well and good in GTA Online but DON’T YOU DARE GAMBLE!
Apparently, people from at least 50 countries, including Portugal, Hungary, Israel and Argentina have been prevented from trading in any chips.
These left-out players aren’t able to access the free daily bonuses at the cashier, or the wheel spin at all. It may also affect bonuses from the Penthouse, missions, world collectibles, and unique clothing and items.
Apparently, there’s a region lock to access the Casino’s features. This includes buying chips and playing with them – effectively limiting all gambling activity for some players.
We’re talking funny money here. In-game cash translates to the same amount of in-game casino chips which can only be refunded to in-game cash.
If there’s one thing Rockstar is used to deal with …is lawsuits.
Apparently, the reason for this region lock is that Rockstar does not want to register as a gambling entity (such as with other online gambling websites). Even if you now have to accept a new EULA, this effectively means that they’re not able to deliver this type of content to a large number of countries.
As far as I understand the law (and other games that do this), the real problem here is the fact that players are able to buy in-game currency with real money and then spend it all gambling (instead of buying new in-game cars). Well, if that’s the problem, then the already present chip currency could be used to *legally* buy stuff without having to convert it to the real-cash-connected GTA bucks – that wouldn’t be gambling and that would solve the legal conundrum. Think about it Rockstar!
Make sure you follow me on Twitch if you wish to stay up to date about when these things change or a legal alternative has been found!
Most countries have grey-area laws on online gambling. Most regulate physical gambling effectively but lack online regulation.
Here in the EU, only a few players in Germany seem to be able to access the Casino features. This has sparked a rush to VPN services. Players are trying to connect via VPN to get a German or American IP address in order to play at the Diamond Casino. Note: Some people argue that this practice may get your account banned for trying to bypass common online identity checks.
Rockstar support is inefficient
Rockstar support is completely inefficient at informing players why they’re unable to use the Casino. There’s not a single official reply to queries regarding this situation and the players were left to figure it out for themselves.
I’m hoping that they eventually revise their region-lock limitations or that, at the very least, they inform players that they won’t be able to access this content beforehand. Some people are complaining that they bought Twitch Prime to access the “free” content and Penthouse at the now pointless Casino.
Players will eventually find a way around this issue. They’ve done that before with private servers, hacks and the RP server boom in the past couple of years.
They will find a way to make it work – legally, or otherwise.
Nope. She ain’t givin’ you no moneys.
In any case, it feels lame that the largest GTA Online update in years is locked to so many players around the world.
And there I was. Looking at the shiny new slot machine. Press E to interact. ALERT: Your account does not have permission to complete this purchase. For further help, go to: www.rockstargames.com/support
So frustrating!
This update should never have been developed in the first place. Their energy should have been spent on new content that everyone would be able to enjoy. Besides the Casino and the Penthouse, the remaining content is just a couple of missions, a few new unremarkable vehicles, and a pair of easily-outdated cosmetics.
Heists is where GTA Online truly shines – co-op missions with cinematics and a story to play with your friends. Yet, no new heists have been released in a VERY long time. Instead, we’ve been stuck with mostly cosmetic updates that don’t effectively expand the story or the replayability of the game.
The truth is that the game is still fun.
Rockstar-outlawed private servers and RP have given it a boost recently. But the updates have mostly been delivering content that is both very expensive and insubstantial.
I live in Portugal. I’ve got a casino across the street from my home and I’m not able to play on GTA Online with funny money. *shrug*
A long, long time ago (back in 1982), Microsoft came up with the first iteration for Microsoft Flight Simulator. It looked amazing for that era and featured unrivaled 3D graphics! It was the start of a whole lineage of popular flight sims.
As I mentioned in my previous post, I did not get to experience the joy in flight sims until very recently. However, even if things look different nowadays, I’m 100% sure that the feeling of accomplishment for taking off the runway was the same as today’s.
Sure, the game grew over time. Immensely. Better graphics, more planes, more buildings, better flight mechanics, multiplayer.
But at its core, the fun of the hobbyist flight sim experience is definitely the sense of achievement you get for taking off, landing and the idea of freedom, movement, and control (or lack thereof).
I won’t lie. To me, that’s not enough to truly enjoy flight simming. I love the notion of purpose in a sim.
I decided to turn the sim into a game – by adding an objective!
Make it a game!
During my streams on Twitch and Youtube, I did a trip around the world using Microsoft Flight Simulator X and FSEconomy.
FSE allows you to rent planes and do cargo runs. What usually happened was that I would rent a plane and do short cargo runs from one place to another. I started back in Iceland with a small Cessna 172 hauling mail.
I ended up transporting tourists in Brazil, by going through the eastern coasts of Canada, the US, Cuba, Guatemala, Honduras, Nicaragua, Panamá, Colombia, Venezuela and, finally, Brazil. My plan was to make the cross to Africa, but I couldn’t yet afford a plane large enough to cross the Atlantic. What an adventure!
FSEconomy changed the way I saw flight simulation forever.
Beauty matters.
Over time, graphics have improved drastically. They went from being an IFR flight mechanics simulation to becoming a true world representation simulator which featured accurate flight mechanics.
The new Microsoft Flight Simulator trailer seems to showcase just that.
I’m sure that there’s a lot more to the whole. But the graphics engine and the weather effects are the real stars in this E3 trailer.
I usually don’t fly large planes. I get excited by the beautiful landscape and the prospect of doing short hops towards a far-away destination. The detailed scenery is vital for VFR (low-altitude visual) flights.
Microsoft seems to have nailed this in the previous trailer, by showcasing VERY detailed scenery. The pyramids in Egipt, the Golden Gate Bridge in San Francisco or the Seattle Space Needle are rendered in very high detail.
More than that, it features outstanding (and massive) cloud formations and weather effects. It also shows detailed traffic that is sure to melt CPUs and GPUs everywhere.
To me, however, it is the dynamic details that tease me the most. The pink flamingos flying over the coral area or the giraffes on the plateau demonstrate unprecedented attention to detail towards fauna and flora in different regions of the world.
I’m also expecting Virtual Reality and Multiplayer to be included by default. One can also hope for some degree of mod compatibility with previous releases.
The eternal wait
Microsoft took too long between Flight Simulator versions. The last one, Flight Simulator X was released back in 2006. It was effectively being laid as an improvement to its predecessor, Flight Simulator 2004.
This 13-year hiatus has led to Microsoft losing its unbeaten lead in the world of flight sims. Nowadays, X-Plane, P3D (a third-party updated FSX version) and AeroflyFS2 are major contenders for the title (Dovetail’s Flight Sim World now excluded!). In the past few years, combat flight sims have also resurged with games like DCS, War Thunder or World of Warplanes.
Nevertheless, the impact of FSX in the flight sim universe was huge – and any new version that Microsoft puts forward will be regarded with hope and expectation.
It will be a few more years until the mod community catches up to the new flight sim. But the prospect of having a brand new engine capable of doing new things is very enticing for every flight sim enthusiast.
Now that we finally have some serious competition from other contenders, it should also spark innovation in the coming years.
Looking forward to the future!
What are your thoughts on this? -How will Microsoft Flight Simulator succeed in the current Flight Simming scene? -Do you think that the focus on low-altitude visuals will affect the jetliner flight experience?
I will be sharing more details on this title as they become available. Subscribe to my blog or follow me on Twitch or Twitter to be notified when a new post is published!
It flew under the radar – Microsoft Flight Simulator was “quietly” announced at E3 this year to be released in 2020. It reminded me of how I forced myself to learn to enjoy flight sims. Here’s a story for you:
In the beginning…
I didn’t enjoy flight sims until very recently. In fact, I couldn’t figure out why people would spend hundreds or thousands of dollars on hardware to be able to fly virtually.
This topic first came to me quite a few years ago. An old gentleman at the local electronics store prompted my colleague about his newly-bought computer hardware. He was unsure whether his graphics card was good enough when compared to whatever was out there on the market.
Now, I don’t really keep up to date with hardware parts and their specs – but my friend does – and he was baffled.
Apparently, he had bought THE most expensive graphics card at the time. That graphics card wasn’t even being sold in my country yet. He was asking my friend on how to “assemble” it. He clearly had no idea what he was doing. -But something drove that old man to spend that much money on a piece of hardware. We talked for a little longer and eventually found out he was a flight sim enthusiast. It all sounded very alien – and outrageous to us – poor Medal of Honor (1999) players. To spend that much and waste it on a flight sim? Pffft!
It hurts to look at… Microsoft Flight Simulator 2004
He certainly did not look like a gamer… But flight sims aren’t games… are they? How can you enjoy spending time on them? I’ll admit it, I had a certain prejudice and naivety towards flight sims. Back then flight sims looked ugly, boring, complex and geeky. I was young and unprepared.
But that encounter really stuck with me for quite a few more years and it gently brewed questions in my mind.
It triggered my need to understand flight sims and their appeal.
It took me on the most unexpected voyage in my whole gaming life. One that would consume a few thousand hours and a few hundred bucks.
Surprisingly, the real turning point was Star Citizen. And Freelancer (2003). And Freespace (1999).
When you can’t afford a passenger seat – X-Plane 11 + Orbx
I’ve talked about Freespace in this blog before. A space fighter game which truly opened my eyes to the beauty of sci-fi themes. Then Freelancer, another space sim, came along and it blew my mind with its unprecedented freedom of exploration and trading. One day I was casually going through Kickstarter titles and I noticed Star Citizen – a space sim from the creator of Freelancer. That description was all it took to get me hooked.
Star Citizen was the game that Chris Roberts dreamed of making all along. With the massive support from the fans, he now had the chance to make the “Best Damn Space Sim Ever“. His vision was so expansive and focused so much on immersion that it triggered in me a need to become one with the game. So… I bought a joystick! …A HOTAS actually (it has the thrust control)!
One day I was casually setting up my joystick to try out the WW2 flight simWar Thunder, (in “Realistic” mode). I was having some trouble figuring out how to take off from the runway… and then it clicked.
The large hunk of scrap slowly started to move. It made a lot of noise, the plane jiggled, the aluminum frame clanked… and then… I was flying.
War Thunder – Those trees are moving way too fast!
Fighting was awful with a joystick in War Thunder
…But the views were absurdly beautiful. The sunlight bouncing off the wings and the cockpit. The dials, knobs, and buttons begging to be read and squeezed. That’s when flight Simming started to make sense to me.
Sure, I had flown planes in the past: Grand Theft Auto, Battlefield, Arma. None had the unavoidable and demanding level of detail you’d find in War Thunder.
I accepted the challenge. If I was able to appreciate the non-combat aspects of War Thunder or World of Warplanes, maybe I was now able to put prejudice aside and try a real flight sim.
DCS
It was the 25th of January of 2015 and I had just bought the oldie Microsoft’s Flight Simulator: X (FSX, 2006).
That horrible AND EXTREMELY LOUD music played. The dark omen for all the pain and pleasure I would endure in the upcoming months.
It took me hours of reading tutorials on how to start a plane. You need to check the levels, man the radios, get the injectors flowing, magnetos, batteries, fuel, parking brakes… -> or instead just press Ctrl+E and it does all of that for you – and off you go!
WEEEEEEE! In a couple of minutes, I was flying over my small town. -It looked terrible.
But there was potential there!
So I decided to install a couple of free HD textures modsto update the old graphics engine.
I live in a very dense, steep-mountainous wine region. The birds-eye view of the Douro valley near Porto, in Portugal, was absurd.
A photo of the Douro Valley – I’ll take a screenie later on!
It felt great to be able to go anywhere in the world and see the landmarks, the rivers, the cities, and the mountain tops. Feeling the old C172 (small plane) engine growling to my command was awesome. Preparing to land is surprisingly tense – your attention levels skyrocket!
My perception of what flight simming was had changed dramatically.
Some people care about all the engineering parts of a plane or the technical aspects of flight – I don’t. What I love is that each trip feels like a long cargo run in Freelancer, where, if you’re not careful, you might lose your cargo, your plane, your life! I also only do low-altitude flights as I love watching the views in my tiny paper planes.
Over time I realized that flight simming represents freedom. Freedom to go anywhere and to decide what to do next.
X-Plane + Orbx
Flight simming is made of layers.
If you truly enjoy flight simulators, then you’ll be spending quite a lot of money on hardware and software. Here’s some of the stuff I bought (I get no commission!):
If you follow this blog or my Twitch stream, I’m sure you’ve noticed how I love management games. I found out that by using AirHauler you can turn flight sims into an amazing online management game. You’re able to build airports, buy planes, do cargo runs, manage other pilots, build a fleet!
By using Flyinside to add Virtual Reality to the simulation, you’ll be blown away by the realism you get – and the real fear of heights when you open the plane’s door mid-flight (I almost fell off my chair…).
If immersion is your thing, the Buttkicker bass shaker makes your chair rumble to the plane’s engine and the wind and rain effects on your plane! Hands-down the most surprising piece of hardware I ever bought!
Also check out the really cool custom button boxesout there!
Add to that the mandatory joystick and the processor and graphics card upgrades – and now your wallet cries.
It took me years to understand the hobby.
Flight Sims truly push the limits of your hardware in exchange for immersion and fun.
I can FINALLY relate to that old man, who spent that much money on a graphics card that he wasn’t even sure how to install.
Microsoft Flight Simulator
We’ll celebrate 14 years between Microsoft’s Flight Simulator: X (2006) and Microsoft Flight Simulator (2020). I will be reviewing this on my following post – next week! Subscribe to the blog and stay tuned!
Clear skies! -ViLa4480
Thank you DCS, X-Plane, War Thunder, Prepar3D, FSX, Microsoft Flight Simulator – and the amazing Pickinthatbanjo!
Before we start dissecting Steel Division 2, let me clarify that most official screenshots suck. They’re done at a very high zoom level to showcase the 3D unit model details. The game isn’t played like that so let’s cut the crap. Every screenshot I will add to this post will feature the average camera angle and zoom for most players. Sorry if it doesn’t look as pretty as those incredibly detailed tanks and planes – but that’s the reality of how the game looks because that’s how you will play it. The game is beautiful in its own way, but the screenie close-ups aren’t fair to what the game truly plays like. This bad habit of showcasing aspects of games that aren’t relevant really upsets me as it tricks players into buying something that doesn’t look like what is shown. I also hate cinematic trailers btw. So this will be the first and last close-up you’ll see in this post:
Steel Division 2 – I was excited but slightly skeptic at the same time. There were a few good reasons for that.
Steel Division 2 picks up where Steel Division: Normandy 44 left off. Instead of hitting the beaches of Normandy in operation Overlord, this time you’ll be fighting its eastern counterpart, Operation Bagration.
Eugen Systems has been developing this engine for quite some time now. The game shares similarities with one of my favorite games of all time: A magnificent war tabletop-like game called R.U.S.E. Man, I wish I had this blog when R.U.S.E. first came out back in 2010!
I promise I won’t spend this article talking about the oldie. The truth is that most of the game mechanics present in 2019’s Steel Division 2 were already present in 2010’s R.U.S.E…. as well as every game in the Wargame series.
The 3 rules of war: location, location, location.
Steel Division 2 features a GIGANTIC war map where you’re able to scheme, plot and outthink your opponent using clever unit maneuvers and critical timing for moving your troops.
The game demands that you think in advance, that you prepare for all possible attacks and counter-attacks. It demands concealment, ambushes, suppression and quick battle-critical decisions.
As a general, you focus on securing key locations on the map. It’s simple: the more you have, the more likely you are to win the battle. To achieve that you need to put boots on the ground.
Occupy and fortify villages with your infantry units. Place anti-tank guns at the main roads and anti-air units in the forest. Support with long-range artillery and have a couple of big, heavy tanks ready to flank any attacking force. Fuel and repair your planes to help push back the enemy.
Yet, you’re going to lose this fight. Sorry.
You forgot to place your recon units where they can spot the enemy at a distance.
The enemy force advances towards the town. You know they’re advancing as they slowly push the red line that splits the map between your sector and the enemy’s.
You don’t know what’s coming your way so you move your tanks towards the enemy. BAM! They’re blown into tiny pieces by the enemy tank destroyer. You can’t even see it as it is too far away and your recon units are nowhere to be seen. The enemy rushes towards your position. Once they’re in sight of your anti-tank gun you realize they actually have no tanks and your gun is useless at this point.
Too late to fall back. A number of storm infantry rushes towards your anti-tank gun and quickly take care of it. Your infantry units are holed up inside the village houses and are able to effectively suppress the enemy infantry. Enemy artillery falls on your units and it completely destroys their hideout. As a final act of despair you send your planes to destroy the enemy artillery. Unfortunately, they’re shot down by a couple of enemy anti-air units hiding in the woods.
The inevitability of war
The truth is that Steel Division 2 feels a bit pre-scripted in the sense that it is hard to bounce-back once you’re losing a match. The story of the match is mostly written during the first 15 minutes of it. Efforts to change that are often met with resistance. It is pointless to throw new units to lock your position as they will take too long to get there.
Your allies won’t help you. They’ve got problems of their own – and due to the size of the map they’re too far away to be of any help. In fact, it kind of feels like your allies are mostly just cosmetic. Fortifying and defending a position tends to be easier than to attack an enemy outpost, but you can’t defend forever. The enemy will eventually score. This inevitability of battle actually forces you to keep adjusting your tactics. You will now need to use choke-points for ambushes and to support your troops with a different mix of units. Hopefully, the enemy won’t be prepared for those.
Good timing and a plan for falling back is most times a requirement and a prelude to a successful counterattack. A counterattack victory is glorious but oftentimes happens due to the enemy spending all of their units before the battle timer runs out.
Fighting time
The Phase system splits the match into three timed phases where you’re able to deploy different types of units. It allows you to set up your forces in any way you like during each phase, allowing you to carry more units and more experienced ones as time progresses. You lay out your own strategy as a tabletop card game.
You will decide how many tanks you’re carrying into battle, how many artillery pieces, planes, snipers, but also which vehicle is transporting them and which weapons are they carrying.
This breathes new life into any stagnant fight. It ultimately forces players to re-adjust their tactics to fight the new enemy units. Even if daunting at first (when you just want to rush and play the game), it becomes the key to your strategy. Something uniquely yours to surprise your enemy with.
One-man army
The game truly shines in multiplayer, where battles are dynamic and unpredictable. Even though communication is lacking and, in most public games, pointless.
Singleplayer, however, lacks that. The AI is very slow and very predictable.
Matches seem to last for hours. It seems like both AI sides are just too polite to hurt each other.
The most exciting single-player feature is the Army General maps. In this game mode, Real-time battles are just a fraction of a much larger turn-based conflict. Akin to the likes of a Total War campaign map, you’re able to move your armies in a large conflict map and fight the battles in real time. This however is a brand new feature that still requires some polishing.
The UI lacks context information and it is unclear how units move and which units will fight in a battle. The missing tutorial is also a major downside. The fact that real-time maps are always the same (instead of being dynamically generated based on the campaign map) is also a downside.
I would love to see Hearts of Iron sized maps of the whole conflict and being able to truly wage war at a continental scale. However, these maps only represent a few hundred square kilometers. Due to the scale of the units on the map and how fast they reinforce, you’re not really able to plot a major flanking or bubble maneuver with your units. Instead you’ll see a blob of units spread along a slowly-moving borderline. The fact that you’re forced to reach a destination within a limited number of turns also prevents you from planning a massive invasion.
Afterwind
This game tires your brain. In a good, albeit costly way. I really enjoy playing just a single match per day.
The constant need for micro-management at a massive scale and battles taking longer than 30 minutes (up to 2h in single-player AG) really tire your brain and I usually turn to a brainless shooter like Battlefield V afterwards.
To be fair, Steel Division 2 doesn’t feel like a brand new game. It is very similar to other games being developed for the past 10 years by the same company. However, its game mechanics are solid and it feels like there’s plenty of different battle strategies to explore. The complexity of war and the tiny victories you get in each battle makes it very enjoyable. You’ll feel that losing a match can be very enjoyable if the battle was fair.
Steel Division 2 is a realistic and complex combat representation that really forces you to think ahead.
The learning curve is steep. Especially if you’ve never played any previous games of the series – or if you wish to become an expert and keep track of all the stats and micro-manage each unit.
However, the massive scale, beautiful graphics, detailed and accurate combat systems and the dynamic multiplayer, make it one of the best and most realistic games of its kind.
Just don’t expect to have your hand held in war.
I would value this game at 60€ if you’re a war enthusiast, 25€ if you’re a Tropico 6 player and 15€ if you prefer non-RTS games.
If you’re new to Tropico, let me explain why you need to try it out: ‘Dictatorship is just a rude label. You have been divinely appointed to guide your people… but now you need to stay in power. By any means necessary.
Things get trickier over time, as each and every decision you make tips the 8-sided scale of your people’s support towards a certain faction. If you appease the communists with a shiny new school, the capitalists will surely dislike the costs it imposes on your budget and might even rebel. Ah… do not worry Mr. El Presidente, bribery is still an option, and there’s plenty of jail cells available in your island!
Draw tourists to your beautiful nuclear powerplant!
The game becomes more and more complex as you play it. It steadily grows the number of actions you’re able to perform, the number of buildings available to build, and the number of factions present. This level-up scalability keeps things fresh and interesting, even for experienced players.
Shiny, sweaty engines & bananas
The landmark game in the city-building genre has a brand new game engine – and it looks amazing. It allows for even prettier graphics, which have always been key to the Tropico series.
This is Tropico 6 – the banana-republic simulator!
One of its major improvements is the new archipelagoes system. El Presidente is now able to expand his godly benevolence to nearby islands. This new iteration also adds true multiplayer features. There might be some concerns over saving 4h-long multiplayer games. However, the prospect of having an archipelago run by several dictators with different ideologies is quite thrilling.
A lot of the game has changed but the essence is still there. You get to run a beautiful Caribbean island whilst struggling with famine, poverty, explosive cigars, religion, rebellions, allegiance to foreign superpowers and rivalry with Caribbean neighbors. You are still able to turn your island into a religious commune or a capitalistic intellectual haven.
Why bother making new landmarks when you can steal them instead?
The introduction of world landmarks (that actually serve a purpose), raids, and the expanded trade options feel like all previous Tropico DLCs have been added to this new game for free. It also seems like it has plenty of room for new, solid, expansions.
The combat system is still bad, as it has always been in the series, but they’ve added plenty of new buildings, factions, and abilities, which keeps things interesting.
Final speech
Tropico 6 does not set itself apart from the series. We wouldn’t want that anyway – but it does a few things very well.
The game is really fun to play and explore. New and experienced players will enjoy the type of complexity and progression it provides – and it feels like a substantial upgrade to previous iterations of the Tropico series, without changing its core concepts. Even though it seems like there’s a bit of “soul” missing to the game, it still gets my vote and I can’t wait to play more.
Popcorn Score:
5/5 Pops – a solid score for a solid game that orders you to go play it. Now.
If you enjoy this soviet-era funny-but-not-so-funny approach, you might be interested in checking Papers, Please: The Short Film! Go check it out now!
If instead you would prefer to support this blog and get Tropico 6 at a discount price, buy it through here!
We’re talking about a new successful Kickstarter campaign. It raised almost 38.000$ for the indie game dev studio Isolated Games in Barcelona. It is scheduled to be released in Q1 (maybe Q2) 2019.
This game set in space is actually an RPG hybrid with roguelike, management and shooter aspects.
Following the story of an experienced captain who just lost his/her ship, your objective is to upgrade your ship and crew, make decisions, convince others to join your cause and, obviously, fight the baddies.
The RPG aspects of the game have been reinforced with dialogue choices that actually matter and …dice throwing. -I know. Throwing dice in space is funny.
A space oddity
To be honest, I had a hard time figuring out where to start my analysis for this game. It is so different from other games that it becomes hard to pick a corner to start unveiling it. At the same time, it shares similarities with so many “very” different space games like Star Citizen, Freelancer, X4: Foundations, Fractured Space, Avorion or FTL.
Your path through the stars
Something I love about space games is the inevitability of movement. You’re always going somewhere doing some thing – and the way game devs mimic the movement of a large ship truly enthuses me. I love feeling the (weightless) weight of a large ship moving slowly and sometimes carelessly through an asteroid field.
Oh, by the way check out my post on Sea of Thieves! You’ll understand where my poor space sailing skills come from!
Even though Between the Stars focuses on combat between medium-sized ships, it does that very well. It is not that easy to fight in an asteroid field and you’ll notice that it almost feels like you’re commandeering a real sea ship instead of a space combat fighter.
This somehow adds glimmer to that special Enterprise feel of exploring space and interacting with other crews – which happens often. Combat can be dangerous and …unnecessary.
As expected, they’ve added space stations and planets where you’re able to dock, trade, repair and interact with quest givers. Crew combat is also possible against other ships and it relies strongly on dice throws and crew experience.
To boldly go somewhere
You never really know where the game will lead you to next – you get to interact with other ship crews, explore abandoned shipwrecks or delve into dangerous uncharted territory. Your choices on how to approach these events are critical as they will affect the outcome of the situation.
When exploring an abandoned ship stranded in space I came face to face with a beserk A.I. in critical defense mode. It was trying to protect the ship’s components from intruders.
I felt like my poor choice of words mattered. Even though I knew the final outcome was likely going to be similar since it was still an early mission.
The fact that the game tries to present itself as unique in each playthrough is very refreshing as it does so gracefully.
Procedurally generated space, crews and events work well with the space theme, since you truly feel like an explorer in an unscripted universe.
Here’s a notice to the general public: please stop comparing procedural games to No Man’s Sky. Don’t take one bad marketing example to kill a dev technique that can be incredibly fruitful.
Sound in space
The audio experience is great, except for certain dialogues that seem poorly recorded and an average voice acting.
This is not yet the final release version of the game, but it feels a bit sad that the game lacks characters with a strong… character… and an enticing voice to go along.
The audio graphic representation is incredibly accurate though! It feels like they’ve spent more time coding the audio bars than actually recording the audio!
In the absence of physical characters and advanced facial expressions, the sound is critical to convey strong emotions that will drive the narrative! I know we’re in space but… sound matters!
The color of a black hole
The graphics are incredibly sharp and colorful.
Even though the UI, space stations and asteroids lack some style and sophistication, the ships planets and backdrops look amazing and combat and special effects are a delight to the eye. 5760×1080 resolution is supported, but the UI does not adapt well.
The game also lacks the complexity of trade lanes that Elite Dangerous or X4: Foundations sport, but we must keep in mind that this is not really a trading game.
Trading is somewhat present, but this is more like a shooter action-based game where trade lanes are, for the most part, purely cosmetic.
Overall I did enjoy this fresh new take on Space RPGs. I tend to prefer longer campaign-based games, but it felt fresh and I’m curious to explore the release version which will feature more content, stories and new gameplay mechanics.
It is not a triple-A game, but considering the budget for the game it truly is fantastic.
Development is still unfinished and unpolished. I will refrain from rating it. But I will point out that it looks gorgeous, has great potential for an enticing storyline and I’m looking forward to playing the final version.
I just got my hands on Division 2! It was okay, as expected. I was happy enough.
There’s a reason why The Division 2 is called “The Division 2”. It is not an army reference as one might think at first glance. It instead reflects on the game’s premise: the United States of America aredivided into two factions (…and a half – I’ll explain later on).
Good on one side, Evil on the other. Classic.
The Division 2 takes place 7 months after Ubisoft’s 2016’s controversial success The Division. Unlike the original title which was set in a very snowy New York, this one is set in Washington D.C.
There are terrible drivers in this city
The reason for this change, according to the developers, is that, besides the political aspects – that the franchise seems to enjoy tackling – the city of Washington allows them to expand the playable map into new types of areas.
Green spaces, wide open regions, open rooftops and suburban zones that are harder to depict in the much more urban New York. Wider roads also allow for much more interesting combat with more room for flanking maneuvres.
What has changed?
Not that much! Is it a better game than its predecessor? Sure is. Here’s why:
Really, Ubisoft?
Gaming development cycles dictate when you’re getting a sequel and whether it is going to be good or bad, innovative or unsurprising. With a bunch of new releases and solid sequels, 2019 is expected to be a good year for the gaming industry.
When a new franchise pops up, it usually delivers a brand new game engine. That was the case with The Division. It had a rough start – it was riddled with bugs and people were complaining about everything from server instability, bugs, weapons getting stuck all the way down to violence and political concerns.
Technical issues tend to occur more often with new game engines. These obstacles take time to fix, rebalance and adjust. When a developer starts working on a sequel, they don’t design a whole new engine from scratch. Instead, they upgrade the one they’ve got from the previous game, which makes it sturdier and feature-rich. It is also much more cost-effective to build and market.
Resilient Christmas decorations are still on after 7 months
That is why the first sequel to a successful game tends to be technically better than the original (even though narratives are likely to be worse as they’re harder to connect with the previous one). Check out my previous post on Warhammer: Vermintide 2 and how it improved upon its predecessor.
This is the case with The Division 2. It is a solid, expanded and well-polished game, but kind of …unsurprising.
The biggest changes
The game seems like a meatier, tougher, more solid version of the original rather than a brand new sequel – but it introduces a series of small but rather interesting changes.
Nature quickly finds its way to claim the land
Scenery: the most obvious change. It has moved from snowy New York to summer Washington D.C. It is still an American urban region that looks somewhat similar to its predecessor. There’s so much more garbage on the streets now!
Lighting has been improved with more detailed light sources and reflections. It also feels less saturated and dramatic when compared to its predecessor. Water effects and glass reflections look brilliant.
Specializations have been added to the game. Three skill trees are now able to be unlocked once you reach the level cap.
Photo mode is a new feature with which you’re able to take the prettiest selfies – it even includes filters that make your eyes pop!
New gadgets available, namely barricade-standing turrets and rolling seeking mines, among others.
Spongier enemies: They seem to absorb bullets! Low-level enemies seem to require a huge amount of bullets to die. It doesn’t really break the game, but it affects immersion and realism and drives the player into much longer (often slightly boring) fights.
A simple “NO TRESPASSING” sign would do it. Right?
Smarter enemies – with the new wider combat zones, you’ll see them perform flanking and cover maneuvres as a group. This makes combat much more interesting as it forces you to retreat and move to cover more often.
NPC settlements form in newly liberated areas. It is actually pretty cool to see them go out and fetch supplies, food, etc. Adds immersion.
NPC Backup – they seem to request and offer backup in sporadic fights across town.
“Free” DLCsfor a year. No further comments.
GUI is definitely different, but the changes are mostly cosmetic as the core features are all there from the previous game.
New faction. Once you finish the campaign the game will reshuffle and redraw by introducing a whole new faction called the Black Tusk. They will occupy previously liberated areas with their drones and robotic dogs and gadgets. Exciting!
Got issues?
It is worth mentioning that the character creator was awful in the public beta, only allowing you to pick randomly generated characters.
All of them looked like hillbillies… And they’ve occupied the White house… Hmm… …
The new Photo mode allows you to take photos of you taking selfies in front of the White house
Sure. There are still problems to be fixed – as expected – but in terms of core gameplay, The Division 2 sure is well-built.
A couple of issues stand out from my (limited) experience in the public beta:
Enemies seem to suddenly spawn right in front of the player, preventing a stealth approach on occasion.
All melee enemies are female – why not add more variety?
The yelling sounds by the enemy faction seem repetitive and very limited
Game crashes every hour – apparently due to desynch between the server and the client
I’m pretty confident that all of these issues will be fixed before the release on March 15th.
Did you not enjoy The Division at all? Then this might not be the game for you as it only feels like an improvement to the first one! Or instead… try playing it with friends… They make everything more fun!
So much filth. Everywhere!
In the end, I have to admit that I had a lot of fun with the private beta and I can’t wait to play with my friends tonight! The game is fun and it is actually pretty cool to see all the little details that set it apart from the 2016 title.
I’m curious about the story behind it, but I’m sure it won’t be the main reason why I’ll be playing this game. Guaranteed buy though.
I look forward to publishing a lengthier and updated review once the game is finally released! Stay tuned (subscribe to my blog or follow me on Twitter for updates)!
I’ve got a love for steampunk. I enjoy things that clank and bang – and feeling that awesome sensation of pushing a mechanical button or pulling a lever.
I’m a huge fan of the Guns of Icarus franchise. Flying a steampunk balloon-ship, firing cannons at the enemy ships and repairing damage with a huge hammer and a group of friends is solid-steel fun and the type of fun you’re able to find in Sea of Thieves as well. Even if it was a different concept, I thought Volcanoids could be just as fun – so I decided to try it out.
Volcanoids puts you in control of a mechanical contraption that works pretty much like a submarine… but on land… It digs like a mole rat!
Apparently, some mean mechanical beings have triggered several massive volcanic eruptions to sustain their own energy needs. Those explosions destroyed villages and turned the land into a sad gray wasteland. It is now up to you to survive and explore and eventually find and dismantle the enemy’s mechanical drill.
You need to be careful though as the volcano is still active and spewing rocks and ash from time to time. When the volcano erupts you need to run to your drill and go underground to avoid damage.
…And the mean robots are still out there. …And they don’t like you.
Because these guys will attack you and your drill, you need to craft bullets and turrets to protect your beautiful machinery. To craft, you will need to gather materials from nearby mining sources.
Managing power supply is also very interesting. You need to bring coal to your drill and turn your systems on and off to be able to keep the whole thing running without going out of energy. This adds a welcome new layer of complexity to the game.
Make it do things!
The game really shines when it comes to the feeling of presence and the immersion you get when you enter the drill and make it do things. When you first start your machine all those cogwheels turning and the noise makes you feel like you’ve given life to Frankenstein. IT’S ALIVE!!!
Just like Frankenstein, this game is still missing some bolts.
We have to keep in mind that this is an early access game by a very small indie dev team. They’ve got a great concept to explore but still many things to fix or improve.
In my view, Volcanoids shouldn’t be available on Steam just yet. It lacks polish – especially in terms of gameplay mechanics that were, in my opinion, missing.
This decision to go public this early in the project might unfortunately result in a cascade of bad and undeserved reviews by unaware or unwilling buyers.
I’m hoping that this won’t dishearten the devs into giving up on this project and move on to something else. That would be worse than a volcano covering us all in ash!
For such a small team of devs they’ve accomplished something worthy of note – it is just the many small things here and there that need improvement.
Under construction
Now that’s a nuclear volcano!
The truth is that besides the obvious bug fixing that is expected from an early access game (I didn’t encounter any bugs whatsoever – and I was playing at 5760×1080 just fine!), it lacks some core gameplay mechanics and graphics improvements.
I really enjoyed building and expanding the drill piece by piece, section by section. I even enjoyed the countdown (the volcano erupts as timely as a geyser!), which, even though it isn’t very realistic, adds an urge and a sense of purpose to the game.
It would be great to have a seismographer that warns you whenever a random eruption is about to happen but, instead, we’ve got a very precise countdown which is very …predictable.
The tutorial is incredibly long as it details all of the complex crafting processes one by one instead of mixing it with quests and letting the player explore the machines by himself.
Tutorials tend to be unpolished in Early Access games and that’s okay given the circumstances. But let’s be honest, at the very beginning, Minecraft didn’t have a tutorial and it succeeded because the gameplay aspect of building something over time was easy and very captivating.
The same happened with Kerbal Space Program where the player is free to build and make mistakes without a guiding hand going through all of the processes – as long as they’re easy enough to figure out.
Making mistakes is part of the fun.
Nuts & Bolts
I felt like the knobs and bobs inside the drill weren’t as interesting as they could be. There’s a very (unnecessarily?) complex crafting system in place but, to my disappointment, it mostly requires that you use GUI crafting menus instead of pulling levers and pressing buttons. Most of the machines inside the drill are very similar to each other and are often times duplicated, which makes it even more confusing and somewhat frustrating to find the right one. You are able to build them wherever you like as long as they’re on the walls of your drill. This will let you organize them somewhat.
The gameplay aspect lacks some depth. You just go around gathering minerals to build new structures in your drill and destroying the enemy’s structures. The game would certainly benefit from posing challenges to the player, like new minions, more complex quests, exploration areas and gameplay challenges. You also get this feeling that the narrative ends when you start playing as there’s not much of a story afterwards.
The control you have over the drill is very limited. Whenever you wish to move it, a cinematic shows what’s happening from the outside. I found out that I preferred skipping the cinematic and instead look at the inside of the drill moving around like a snake as it digs deeper into the earth. I expected the drilling process to be riddled with clanks and bangs and shakes and smokes – it was instead very smooth, unfortunately!
To graphic or not to graphic
The game looks gorgeous in the screenshots – especially the driller. That’s the beauty of steampunk! It always looks great!
But the reality is that everything else seems a bit too simple, low-poly and jagged. Some would call it “dated” – which is a terrible tag for a new game.
This could be improved by using a different text font, a new lighting system, better resolution textures, more detailed terrains and objects or, instead, a minimalistic and innovative graphic style – which is tricky when it comes to steampunk.
As it is, Volcanoids looks above-average-good. Not yet great – but… with room for improvement. The unique theme makes screenshots very interesting at first glance, but in-game everything seems a bit too simple.
Multiplayer
One of the features I fear the most in their development plans is adding co-op multiplayer and PvP. From my own experience as a game developer, single and multiplayer games have two very different development cycles. Adding multiplayer to a singleplayer game is VERY tricky and time-consuming. They’ve got a great premise for a single-player game with a lot of work yet to be done. Allocating resources for the development of multiplayer is a risk that I wouldn’t take… although it could be fun to play with minions on your side and attacking someone else… but the game has to shine in areas like gathering and UI interactions first.
Back to the surface
I won’t give a rating to this game just yet. It wouldn’t befair to rate it as it is clearly still missing features. We can’t really judge it on what it currently is or what it could become.
However, as I stated before, the game has some curious and unique aspects to it that make it fun to discover – but the player will lose interest quickly if he finds nothing new to explore. Multiplayer could be interesting but given the amount of polish and content that is still required, I’m hoping to one day see this just as a good singleplayer game.
If you’re unsure whether to get this game or not, my suggestion would be to let it cook for a little longer before trying it out. If instead, you would like to try something new then go ahead – get this one while it’s hot!
Volcanoids has a Trello page where you’re able to keep up-to-date with development and see what they’re up to. It also features a Discord channel where extremely friendly devs are regularly giving away keys.
I’ll be paying attention to Volcanoids as it could turn into something really fun in a year or so. I’ll review it again by that time!
Meanwhile, why not check out my other post about this other innovative game called Dungeon of the Endless? Go try it out!
I’m trying to figure out what it is… Something feels different when playing Battlefield V.
As you might have noticed from my previous post on gender wars in Battlefield V, there’s a bunch of stuff in that game that feels out of place. Slightly strange and even awkward at times!
I know – it all sounds silly – and it is indeed hard to explain. Battlefield V is very similar to its predecessor, Battlefield 1 (again, EA has trouble with numbering systems), but somehow …its gameplay FEELS totally different. It isn’t easy to figure out what has changed – but something definitely did.
Overwhelming!
When playing on my first map ever someone was crying in chat:
-“This game has way too many animations!”
I thought that was laughable at first. I couldn’t figure out how that could be a bad thing.
The quantity and especially the quality of animations is one of the key factors in driving immersion in a game. Consider the effort that AAA games are putting into animation nowadays!
GTA V, Star Citizen, The Last of Us or L.A. Noire have amazing casts and technology to provide a truly credible cinematic experience.
Competitive multiplayer games have specific needs…
But I think I get it. He might even be right. There are so many things moving, running, burning, falling, firing, exploding… down to the micro animations that each character and weapon has!
Player characters are now even able to run while crouched or lay on their backs while firing and also roll around while waiting for a revive.
It does take some time before we’re able to get used to all of that. For a new player, it may indeed feel a bit overwhelming.
The truth is that maps are indeed ENORMOUS …and too small at the same time! It comes down to what maps are available in each game mode and how player respawns work. Indeed there are gigantic maps but most of the action is focused around one or two objectives and nothing else is going on on the rest of the map. This is not entirely bad. The problem is the map layout.
The way they built most of the maps as a narrow rectangle doesn’t really entice the enemy to flank and capture an objective behind enemy lines in the Conquest game mode. Which is a good thing as it prevents massive waves of enemies from spawning behind the player.
The problem seems to be the fact that it condenses the action around those two choke or capture points. It becomes a slaughterfest for both sides.
Add to that how easier it is now to spawn next to your squadmate in the middle of a thick battle.
Maps are also uncommonly detailed with plenty of open buildings, rocks and hills, where it is easy to hide for a whole match without the enemy ever seeing you. Yesterday I spent the whole match lying down inside a truck capping an objective and forcing the enemy to stay in that area not to lose it. They never found me. Summit1g also did that a few days ago. He just stood there while waves of enemies went by. Interestingly, at the same time, there are groves everywhere yet it is still terribly difficult for a sniper to get a good and clear vantage point. This pleases some and angers many.
This is actually a very light fog!
Add weather to the mix: wall-thick fog shows up quite often in larger maps.
Thick fog reduces visibility drastically and it forces players to go into close-quarters and melee combat.
Chaos ensues.
Busy bees
Then there’s the fact that there’s so much more to do now. Starting with the new ability to build fortifications. You are now able to build sandbag defenses, barbed wire, and anti-tank barriers. This is a cool new feature, but plenty of players die trying to build these often times ineffective defenses.
Imma build ma own fortification now!
Sure, medics are still healing and recons are still sniping. But you are now able to find new perk packs to picking a class that are probably ignored by most players. They certainly affect gameplay and may take some time for a new player to figure out.
As an example, Support is the only class able to build stationary turrets in specific maps but that isn’t clear to most players.
Every player is now also able to revive squad members – but medics do it faster and can even run faster IF they equip the Swift Effort perk AND tag a wounded soldier. We’re not just talking about class-based effects, but combat perk packs that affect how a class performs.
MEDIC!!! I mean.. Squadmates!!!
Having so many new perk options makes the game smarter. Not everyone appreciates these changes, however.
Personally, I don’t dislike them, but information is lacking when you first start to learn to play with these classes – there are many of them – and indeed they do feel very different to play with – starting with the weapons.
Bang bang!
Weapons feel incredibly differentfrom class to class. Many people complain that medics have water guns and that support isn’t able to use their LMGs to actually kill enemies – instead only able to lay down suppressive fire. I feel like that’s actually a good thing in disguise.
Even though it is frustrating to play as a medic and not be able to kill the enemy in front of you most of the times, it forces players to focus on their class abilities. In this case, healing and reviving players.
Laying down suppressive fire still feels pointless – and you won’t last long until a sniper gets to you. It only works well in choke points or bad weather where there’s too much going on before a sniper scope finds you.
All these factors only add to the complexity of learning the quirks of the game. It overwhelms new players and it justifies the frustration that many complain about.
Something Fishy…
There’s also something very strange going on with close-quarter combats.
My ping isn’t high, but it seems like I always lose very close quarters 1-on-1 gunfights. I’m not missing any shots – but somehow I never get to kill the enemy. As if their weapon fires more rounds in the same amount of time. Or if they started firing before me, even though their animation didn’t start before I shot.
Other players complained about this as well. I’m convinced that this has to do with packet delay management or lag compensation for large numbers of players. It feels unfair quite often.
Above all else, the game has a very different pace.
I’m pretty sure it comes down to the aiming system. In Battlefield V it seems to be harder to aim properly until you get used to the way it works.
I don’t think I’ve ever seen such a complex aiming options menu. You can actually go into detail by adjusting the aiming speed according to the zoom value of your weapon!
Aiming sensitivity options according to sight zoom levels
There are also other options that I’ve never seen before in other FPS franchises like “Soldier Aim Ratio” or “Uniform Soldier Aiming”. They include lengthy descriptions that only make it more cumbersome to understand.
The truth is that this only makes good players better and newbie players worse – as most new players don’t even know how to adjust these settings properly. This leads to newbies calling out good players as cheaters and a lot of bad vibes in chat and frustration to both sides.
Hide. Think. Act.
I REALLY like to have additional complexity in games. I like to feel that my skills and battle sense are progressing over time. But I think that, in the end, Battlefield V is not as newbie-friendly as other previous games.
Enjoy the countryside!
Last night I had a great run. I was determined to figuring out how to play Battlefield V properly. I decided to take a more relaxed, counterattacking stance. If someone fired at me I would… Hide. Think. Act.
I wasn’t going to run towards the enemy nor would I shoot as many bullets as possible at them. I realized that two shots to the head or three to the body were all it took for my weapon to kill. So I started being more mindful of my presence and taking aim before firing or revealing my position.
Aha! I became the top player in most rounds! I think I may have figured the key to succeeding in Battlefield V.
Something different, something new
In the end, it feels like there’s definitely some balance to do and a learning curvethat most players aren’t used to from previous games.
It is hard to understand exactly what to learn and how to progress… But, there’s light at the end of the tunnel if you manage to relax, learn and enjoy the game for what it is, without expecting it to be something else.
Instead of becoming frustrated, I’m actually enjoying the game now!
We live in a world where stamping labels on things and people is, sadly, mandatory. There’s no time to waste! The flow and amount of information to be processed and the need to clarify what something is, or is not, demands that we categorize everything and everyone as quickly as possible.
We have truly entered The Age of Labels.
It is part of who we are as humans. The Universe doesn’t care whether there’s light or shade, day or night, a half-full glass, a dead cat in a box or a tree falling in an unpopulated forest.
But we humans do care.
This is how our brains save disk storage space. We compress info into tiny boxes with labels.
Concepts are easier to access and we can figure them out quickly by simply reading the label on the box.
Unfortunately, this somewhat compromises our ability to think differently. To be innovative. To think out of the box – and to be appreciated and recognized for that.
Music that doesn’t belong to any genre in particular tends to be ignored by most people, as we tend to flock to our tried-and-true favorite genres. The same happens with movies and games.
With so much new content available to us each day, the most productive way for a developer to innovate nowadays is to mix genres. However, like with a nice cocktail, to mix it up properly requires real talent. These guys nailed it.
Luckily it isn’t a game that gets old with age! I managed to pick it up recently since it was free-to-play during the weekend and being sold at a discount.
I just tried it out and it really surprised me:
Amplitude delivered Dungeon of the Endlessback in 2014 – and it caused an issue for most gaming blogs. Why? Well… there was no easy way to categorize it!
It is NOT a strategy game, not a survival game, not a tower-defense game, not an RPG, not a MOBA, not a dungeon-crawler! It is all of those things at the same time… and yet, very different.
The point of the game is to exit an abandoned sci-fi ship with a team of heroes and a crystal (similar to Dungeon Keeper’s dungeon heart).
Unfortunately, the ship’s architects decided that it would be fun to build elevators that only take you to the next floor… and build them in different rooms on each floor. The type of insanity that GlaDOS would be proud of.
Unique.
Dungeon of the Endless is a unique game, yet very familiar. It delivers a real-time-turn-based game pace. Does that sound confusing enough?
The game presents a real-time game flow, but it grows and expands as you open up doors in an abandoned ship. So, in reality, it only advances when you unlock the next “turn” by opening up doors in real-time.
Over time (aka turns, aka doors opened), you will be gathering supplies and building resource miners or defensive turrets or evolving your heroes.
All these abilities will come in handy when little alien insects start to show up. Apparently, they HATE your beautiful crystal for some reason and will try to destroy it.
Luckily, with all the resources you managed to mine so far, you’ll also be able to unlock new weapons and abilities for your heroes and your temporary “base”.
The game is unlike any other, yet similar to many.
The very pixely graphics and constant smooth animations deliver an intense atmosphere to the game. The very bright colors, somehow akin to fire burning in the background, keep reminding you that you need to escape as quickly as possible from the alien-infested ship. However, some strategy is in order, as resources are limited – but alien attacks are not.
The very pixely graphics and constant smooth animations deliver an intense atmosphere to the game.
The very bright colors, somehow akin to fire burning in the background, keep reminding you that you need to escape as quickly as possible from the alien-infested ship.
However, some strategy is in order, as resources are limited – but alien attacks are not.
The crystal being attacked! Now’s the time to panic.
An endless dungeon
The gameplay is fast and fun, and the base-building aspect adds a lot of flavor to it. Unlocking new abilities, characters and weapons is definitely the main drive for the player. The superb audio and music also make it a very pleasant experience. I had some trouble with the controls. They’re not complex at all – just very uncommon. Sadly, there’s not much of a storyline to the game, except for a few less-than-funny jokes between heroes. Co-op is a plus, but not necessary since it truly shines as a great singleplayer game.
I really felt like this innovative game was a breath of fresh air. That freshness that started around 2010 with very popular indie titles like Braid, Minecraft or Spelunky seems to have faded with all the sequels and adaptations of those popular games (just think of how many games mirrored Minecraft’s gameplay mechanics!) and innovation started to take a toll.
Dungeon of the Endless proves that there are many unlikely game genre combos that haven’t yet been explored.
I’m looking forward to trying out Amplitude’s following success Endless Legend.
Popcorn Score:
I truly enjoyed this game. Even though it lacks a good storyline, it balances that with a fast and fun gameplay, beautiful graphics and a great ambiance. If you’re looking for something FRESH, this is the game you want to try.
Do you like my ramblings? Would you like to read some more? Check out my previous post on How Sci-fi changed my life! You may also want to subscribe to my blog by entering your e-mail on the form to the left or by following me on Twitter!
I would like to apologize in advance if this review offends you. If you feel offended, please send me a private message. My views are moderate but I may sound blunt sometimes – English isn’t my first language and this article features sensitive topics that can be easily misunderstood. Thank you for your understanding.
The saddest day of the year
So, apparently, today is the saddest day of the year. -“That’s ridiculous!” I thought to myself. Apparently, it relates to the fact that the holiday season has come and gone and what was new and exciting a couple of weeks ago is now uninspired and unsurprising. Enough time has passed and now you realize that all your New Year’s resolutions and attempts at becoming a better human have caved miserably – like in every previous year. All that is left is an indiscriminate number of uneventful work days until something happens that actually sparks your interest.
This past season was VERY intense for me. Personal investments, social interactions, and even a brand new blog distracted me… and the season flew by very quickly. The truth is, I got to skip a load of games and new releases. But yesterday I felt the need to play something new and something decent.
I was holding back on buying Battlefield V. The franchise features an over-the-top base price (+DLC content) – and prices tend to lower past the holiday season. So I decided to give it a go. After a painstakingly lengthy 53Gb download and installation (which I cleverly decided to sleep through it), I finally got to try it out.
This drew me to a very tense debate going on in-game.
Repeating History
Following the footsteps of its predecessor, Battlefield 1 (numbering systems are broken at EA btw), which included a negro-based squad that historically did fight bravely in WW1, Battlefield V surprised everyone when it showcased several female protagonists in a World War 2 setting.
When I first saw the trailer for Battlefield V I thought it was so awesome that they included female characters. At the same time players watching the trailer at the event were concerned on how that could impact the game experience.
Even though the role of women was determinant – and there were a LOT of women fighting throughout Europe – the proportion of battling women in this game is pretty much equal to that of men. This can be tricky when you’re attempting to be historically accurate in a game.
“My immersion is RUINED!!!” – someone cried on Twitter.
EA would likely have replied: Dear Bob, We are very sorry that your immersion is ruined. Our statistics show that at least 10% of our audience is female and they are not being accurately represented in our game. This is why we’ve made a game where 50% of our characters are female. Thank you for understanding.
The gravity and complexity of the situation was clear to me when I noticed 3 female characters dressed as German generals stabbing players in the heat of battle while they were using voicechat to scream “FEMINAZI BANZAI CHARGE!!!”
I felt like My trust in Humanity was gone for good. At the same time, my history-nerdy-brain proceeded to die a little.
A sad day for a sad society
The truth is, we live in a sad society where women are still being treated differently… and that is truly unnecessary. EA has taken a bold step to try and break that mold that society imposes on itself. But at what cost? Does it make sense for an entertainment media that takes pride on a certain degree of realism to bring a contemporary perspective to a historical reality through politicized fiction? Will that somehow affect our understanding of the past and blind us to the future? Even though it does spark debate, it mostly seems to anger a majority of their mostly male playerbase.
I am a true believer of diversity and equality, but politicized entertainment feels cringy at best. Are they going for the long run? Re-educating boys into accepting girls in games (when a kid spends 4h every day playing a game he does learn something…), or maybe trying to motivate girls to play in order to expand their female playerbase?
It might be commendable to a certain extent, but let me clarify why this affects me: I see human beings as human beings. If I ran a company, “race”, gender, sexual orientation or religion would be irrelevant to me – but being the nerdy type that I am, sacrificing historical accuracy – for what appears to be a business decision based on modern-day politic concerns – is …disappointing. Playing Battlefield V somehow feels like an advertisement that you paid to play.
Lost in Action
I would LOVE to see a game that focused on the resistance fighters or spies (many of which were women). I would love to see a dramatic aspect to the game that highlighted the effort that young widow mothers had to endure during the war. Women also kept the gun, ammo and canning industries running throughout the war – without that effort who knows how the war would have progressed! …But a game like this wouldn’t be Battlefield would it?
Battlefield V also fails to represent – and thus lacks respect – for the life and death of the men and women who perished in those fights. Instead it leads young players to believe that this was the true reality of war and even treat it more as a fun historic fact rather than an actual tragic event.
While I value the fact that they’ve actually thought about women and “minorities” and made real steps towards embracing them as equals, I feel like this isn’t the right game nor the right way to demonstrate that so profusely. It’s like making surgery with a butcher’s knife – and the player’s reaction might even backfire in the long run. Will EA make every game follow the same logic now? Should it?
It is understandable that Mass Effect does it.
Mass Effect is set in a fictionalized future in an alternate reality of mindset. …Should we be concerned about how to depict our past if we wish to learn from it?
Battlefield 1
…On a side note, they forgot to add women to Battlefield 1 until the last patch – and she had to be bald – were there no women before WW2?
So, yeah I do understand Bob who shouted that his immersion was ruined… but Bob must realize that even if clubfooted, messy and somewhat reprimandable, this was a step in the right direction.
The features they’ve included are all okay – just in the wrong proportions – and definitely the wrong battlefield.
It’s great that a player is able to pick a female character to play with. It is also great to see more variety in the game and even that women play a non-sexualized protagonist role – just do it in an alternate universe where factual history isn’t a problem.
…well I guess at least EA made sure their clothes weren’t camo bikinis in this game.
Something out of this world happened to me in Sea of Thieves…
I was sailing the high seas with my scallywag crewmates. We were chasing a skull in the skies.
Skeleton fort in sight! – yelled my crewmate from the crow’s nest.
We turned off the oil lamps, raised the sails and slowly docked our ship next to a cliff. Having the ship so close to the island meant we would be barely visible on the horizon. Pirates often roam raiding locations waiting for us to unlock its treasures… and then they attack – so it is important to stay hidden.
However…
Something strange and something wicked was bound to happen…
Once we defeated the last skeleton on the island we unlocked a treasure vault full of gold relics, silver cups, gemstones, rare spices and gold chests!
WOHOO! Someone cryed.
We started hauling our stuff back to the ship… but once we got there… I mean… …once we got there… …ONCE WE GOT THERE…
WE COULDN’T GET ON THE SHIP!!!
Somehow, whenever we climbed the ladder, we would fall through the ship and into the ocean below it!
There we were… treasures in hand and unable to haul them back to the outpost.
Maybe the issue was the sand bank below the ship?
I decided that we were not going to be defeated by a bug! So I climbed to the nearest watchtower and jumped onto the ship – hoping that I’d be able to lower the sails before falling through the lower deck again…
So I jumped…
Unfortunately, I forgot that I was low on health due to having fought the skeletons before. I died once I hit the ship’s upper deck.
Or did I?…
The quickest visit to the Ferry of the Damned
The Ferry of the Damned
I saw my restless body fall under the ship and then being dragged to the Ferry of the Damned – the place where dead souls linger before being returned to life.
However… my soul’s body fell off the Ferry of the Damned!! …and it kept falling …falling …falling
The screen slowly faded to black…
*SPLASH* I woke up under water.
While I’m pulling myself back to the surface I’m noticing that my arms are green… ghost green! I’m a ghost!
I am a ghost in the realm of the living!
How could this be?! As I get my head above the water I can see the fort island far far away – easily recognizable in the distance because of the big cloudy skull above it!
As I turn around I had to take some time to contemplate and try to figure out what I was seeing.
A massive blob of chests and artifacts was floating above me. I wasn’t sure what to make of it. I touched them and they fell to the sea floating above the water… several high-end chests and skulls! What were they doing here?!
I was in the middle of the ocean, my skin was ghost-green and there’s a bunch of chests hovering right above me. Wow!
A flying blob of treasure chests!
While stranded in the middle of nowhere, I ask my crewmates to come and get me before I drown… I give them instructions on how to find me as there’s no mermaid in sight to get me back to my ship.
Then a small fin appears above the water. IT’S A SHARK!!!
While trying to grab my sword I notice that it is nowhere to be found! –Ghosts have no weapons – I thought to myself! – and I can’t really punch it or negotiate a truce!
The shark tries to bite me… but no damage is dealt. I am dead after all… You can’t re-die if you’re dead!
I dove as deep as I could… yet there was no damage to my non-existent health bar. …You can’t drown if you’re dead!
As I come back up to the surface I notice the chests that were previously floating above the water slowly falling down into the abyss. I managed to grab them and brought them up to the surface again and again like a juggling act!
A ship approaches me! My friends have arrived!
They’re stunned when they see my character undead which granted a few laughs and some poorly constructed jokes!
A friendly ghost waving
We proceeded to haul all the chests and skulls floating above the water… we weren’t going to let them go to waste! We headed back to the fort to finish what we started and then proceeded towards the outpost to sell our stuff.
On the way there I saw something shiny in the distance – so I aimed the cannon, got myself inside it and fired it to go check it out.
Meanwhile, the sea around the ship turned ink-black and we were attacked by a giant 10-legged Kraken! That slimy creature wrecked our ship! My crewmates were running very low on supplies and unable to survive the fight!
The Kraken has a terrible sense of timing.
I ran and swam towards the ship as fast as I could and when I got there all of our treasures were floating above the water and the ship was nowhere to be seen!
My crewmate was being attacked by sharks and I kept feeding him my bananas – a ghost has no need for bananas. Eventually he died and I was left there by myself hauling stuff above the water as they sank slowly.
Our ship’s silhouette was visible in the distance! They picked me up and we hauled everything back onto the new ship.
So much booty!
After what seemed to take ages hauling stuff, we were finally able to sell our loot for a massive profit.
What exactly does it mean to be a ghost in the realm of the living?!
Maybe it was all just a bug that caused an exception and made me live when I should be dead. Apparently immortal – but without weapons, I wasn’t able to cause any harm. I was able to cross rock walls… would that be an issue for the game in the long run? Would that make me able to go through fort walls and steal the loot?
We joked that I should go to other player’s ships and act as an NPC giving them weird quests like “Fetch me a spotted 4-legged pig so a golden chest you may pick!” and then handing them a skeleton captain’s chest or something. Or instead, pose as having a Ghost-Legendary Character Skin unique to the pirates that delivered 500 chicken!
We had a lot of fun with that peculiar bug for a while but, eventually, the server spit me out and I had to reconnect – back to being a regular living pirate with the sun laying down above a small ship floating on the waves of the Sea of Thieves.
While writing this post I found a video on Youtube by Cyx in which he finds what they think is the ship of the damned deep underwater at the exact same location where I came back from the dead! You can check it out here.
I’ll see you on the Ferry of the Damned, -Cap’n ViLa4480
Which games are you most looking forward to play in 2019?
This list will always be under construction! Let’s build The Best Upcoming Games 2019 list together!
Check it out below and share your suggestions!
Please note that this is an ever-evolving and ever-incomplete list of games based mostly on my own personal taste – but if you guys have any cool suggestions please drop a comment here or via Twitter! -ViLa4480
Would you like to buy games at a discount? Follow this referral link for discounted games at Kinguin. Go check it out if you would like to support this blog!
I’m not exactly sure how I came to discover Star Citizen. I guess it was a long, long time ago, in a galaxy far, far away…
In the beginning…
I have to admit. I didn’t grow up with Star Wars, Star Trek, Conan or LOTR. My parents never really enjoyed sci-fi or anything that felt out of this world, unrealistic or fantastic. This meant there were no chewbaccas, elves, action men, or superhero comics during my childhood. I vividly remember getting two action figures for my birthday and I couldn’t figure out how to play with them.
It is understandable that you might feel an altruistic frustration when reading these lines… Don’t worry, I had a happy childhood. Instead, I turned to legos, puzzles, videogames, TV shows, history books andboardgames. It might sound strange but I honestly had a lot of fun reading dictionaries… Yeah… I guess I am weird that way. I was never one to go out and play on the street either… even if growing up in Portugal, the land of football (soccer).
This affected the videogames I played during my childhood. Actively avoiding sports games, first person shooter games and any other games that were set in space or fantasy related. I have to admit… I still do avoid some of these themes.
Something that I am now able to recognize is that the lack of high fiction themes actually made me crave those things.
Surviving childhood
I’m not exactly sure how I survived my fantasy-less childhood… I guess I was enlightened by certain events…
My parents would never buy games for me – they thought buying games was a waste of time and money when I should instead be reading books on Finance and the great classics of literature.
So I had to resort to other forms of getting to them games.
Back in the old cassette or diskette days, pirating games was easy… but not that easy when you don’t know someone who actually owns the game you want.
You have to understand that due to the fact that ads for videogames were pretty much non-existent here in Portugal, most of the times I didn’t even crave for a new game because I didn’t even know it existed in the first place.
One day my father started buying these computer magazines that often times brought diskettes or CDs with plenty of game demos. I would spend hours upon hours playing the same game demos over and over until the next diskette arrived…
I remember playing a demo version of Heroes of Might and Magic III which only allowed you to play for 16 turns! The amazing scenery was quite beautiful – and I often tried to speedrun as much as possible to reveal most of it before the 16 turns were over! …But I never got the chance to actually buy Heroes III.
16 turns to reveal the full map!
Demos make you smarter!
Thinking that I was playing all these game demos, now made me come to the conclusion that this did make me grow up not only as a player but also as a person. I just realized that I was playing rather complex games and I didn’t even speak the language nor did I understand advanced game mechanics at all.
Since I had no access to other games I was forced to play whatever showed up – and in the process, I had to figure out how they were meant to be played without tips or instructions. I was not just learning how to play many different game concepts, but also how to react to very different interface systems written in an unfamiliar language!
Kids need to exercise their brains as often as possible and, to be honest, I can’t think of a more intensive and multilayered activity than this.
The Age of the Internet
The Internet came to my door and it slowly became my world. I was too young and naïve back then to realize the impact it would have on everyone. My parents wouldn’t allow me to go online for a few years – and with that crazy modem screaming like it used to when connecting to the web, it really wasn’t easy going online without having other people noticing.
However, the first thing it allowed me to do was to read articles on newly released games and even to be able to order games online that I would otherwise never be able to get my hands on since there were no videogame shops or arcades near me.
I remember getting the game Descent: Freespace by Volition thinking it was a historical strategy game (how did that happen?!). Slightly disappointed since it was sci-fi themed, I reluctantly decided to play it.
I was hooked… That game broke my ice towards sci-fi games. For the sake of time I won’t go into too much detail but… It had such brilliant characters and story arc! It simply blew me away and I never saw that coming.
HOLY SHI…van
A couple of years later, with the dawn of DSL and unlimited timeplans, something else and something new was on the horizon. I decided to try Wolfenstein: Enemy Territory – a brand new and FREE ONLINE GAME! Reluctantly I decided to play it since it was an FPS game… but… well… at least it was free!
I was hooked… …and I was GOOD at that game!
Friends mean fun.
One day, while playing Wolfenstein, a bunch of strangers that I was playing with, asked me to go and play with them… “to join a clan” they said via in-game text chat. I had no idea what that meant but I said “Uh… sure…”. Butcher, Crisplover, Myrdraal were my teammates in that match – each from a different country.
I had a microphone and I installed Teamspeak to join them… but I was too scared to use my voice! At one point Myrdraal stepped on a mine and I rushed to him unaware that I was screaming “Don’t moooove!!” with my voice comms active.
Everyone on Teamspeak was surprised to hear my voice. …I was too.
They all laughed and greeted me and welcomed me to the clan. Later on, I understood that my careless split-second decision to join them that day had turned into something much much greater than I anticipated. I had made new friends.
“IT SPEAKS!!!”
Chewbacca with a lightsaber
I was 18 and I had never ever watched a Star Wars movie before and Freespace was the only sci-fi game I had played until then. Some of my ET friends used to play Star Wars: Jedi Academy when they weren’t playing Wolfenstein: Enemy Territory. I didn’t expect much from a sci-fi game from a franchise that I knew nothing about. To validate my point, let me clarify that I picked a Sith Wookie as my character …I thought red sabers would go well with brown fur.
Needless to say that I was forced by my roleplaying clanmates to go and watch Star Wars before they allowed me to play with them. And grumpily I did. And it finally opened up my mental doors to sci-fi.
My brain still has trouble digesting weird space creatures or magic and I still don’t see the point in using most of that, but I finally understood… it’s not about the creatures… Sci-fi allows for greater-than-life characters and story arcs. In Stargate SG-1 you barely ever see alien-looking monsters – they’re most often humans with different clothing and earthly needs. But it is the setting that allows a great adventure to happen.
The exact same thing happens with fantasy-themed narratives. I don’t get thrilled by characters using magic… Mordor isn’t fun because of its architecture. It’s fun because it creates a problem that needs solving. The whole Lord of the Rings story is simply about Humanity fighting evil and racing against time – a theme harder to depict in a non-fiction environment.
Fantasy and Sci-fi are an escape from the predictable boring reality of everyday life. It took me some time to grow up and learn that …I dig that.
Growing up
Even if repressed during childhood, sci-fi and fantasy themes managed to crawl into my life and taught me an important lesson.
While writing this article I’m realizing that the stuff that I’m mostly drawn to… are actually sci-fi or fantasy themed! I really feel like I may have lost something during my childhood as I never got to experience those worlds when our imagination runs wild. But at the same time, I feel like this whole process has made me grow up to become a little bit more down-to-earth and pragmatic when it comes to learning and how to enjoy new things.
Today I feel that anything can be enjoyed or learned no matter how much of a lack of interest or mental or physical disadvantage you think you have.
You need to find the fun and motivation in all things. In my case, it was friendship that dragged me in and the exploratory will to pursue themes that I did not fully understand by playing a game I did not expect to enjoy. Then my own walls of reluctance caved in when I understood that learning is fun and that having fun while learning makes it easy and achievable.
A couple of years ago I just couldn’t understand why someone would enjoy flight simulators – they seem EXTREMELY boring. I decided to figure it out – it was hard to understand it at first – but then… I was blown away. The same happened with games like Europa Universalis or Democracy.
For years I thought I wasn’t able to draw. I lacked the mental ability and the physical coordination to do so. Last week I was stunned at my very first decent drawings.
As I mentioned in my previous post, Steam has let me down in the past few years, as I used to scroll its shop homepage on a regular basis… Steam then started showing very targeted results and my Steam shop started looking less and less interesting to me. It was showing the same results over and over again! Somehow this led me to Papers, Please: the short film.
I was bored yesterday.
So I decided to go see what’s new on Steam. But since my Steam shop homepage is kind lame nowadays I went on to figure out what were the best-rated games of all time on Steam.
I was surprised! The top result didn’t belong to a game… It was a movie! -A short film to be precise. But not just any film… Papers, Please: the short film!
I have to admit that my jaw dropped a bit and my finger trembled with excitement when I hovered my mouse over it. Was this possible? What kind of black magic is this?!
Glory to Arstotzka!
Papers, Please is one of my greatest heroes when it comes to games. As I understand it was mostly built by one guy (Lucas Pope) with the help of a small team of Arstotzkan loyal subjects.
The game is set in 1982 at the national border of a very closed soviet-like regime. You were one of the lucky picks of the October labour lottery as your name was pulled for immediate placement as a border admissions control officer. What an honour!
Your job is to allow or deny entry of people into the country – for the Glory of Arstotzka! to feed your family.
To me, games are about making choices.
…Making the right decisions that bring you the most benefit in order to “win” the game (even though winning something isn’t always required for a player to be entertained or to feel connected to a story).
However, the best games are the ones that make you think twice.
Papers, Please excels at this.
It presents you with tough choices over and over. To the point where you feel the misery of these immigrants and you still have to deny their entry into your country, knowing that they will die otherwise.
What an incredibly contemporary theme.
Corruption, bribery and even secret societies are also on the table as some people will try to do anything to get into Arstotzka …and you still have to feed your family.
The reason why I love this game is due to its gameplay simplicity in a cutthroat environment where each decision is critical to the migrant, the State and to your family. A bureaucracy simulator that is actually memorable. As usual, Lucas Pope turned what at first would appear to be a technical graphics limitation into a graphic style on its own. One that not only simplifies interactions and leverages the narrative, but also that glorifies that great retro ambiance that drives the player back in time to a period of cold walls and warm tensions.
How does this translate into a film?!
I don’t know. But they did it really well.
The film focuses on the usual role that the player performs. The Inspector sifts through all the data in the documents that he is provided by the migrants to look for info that’s missing or incorrect.
I won’t go into any further details as I don’t think it is necessary to spoil anything in a 10-minute long film.
However, I will say that I was impressed at how carefully well executed the scenario and the attention to detail was in this film. It really captures the essence of the game. The actors also do a great job at conveying that this is a life/death situation… and yet… just a job.
Summing-up, I would like to congratulate Lucas Pope and his team on being brave enough to make this great short film.
Art isn’t perfect, but this is a great 10-minute piece of art. It isn’t priceless either – but it is FREE on Steam and Youtube.
Check it out in 4K glory right now:
Regarding the film I will rate it 4/5 Pops – it is great, but it lacks a little bit more depth and desperation that the game is better at conveying …but hey, it is free…
I will rate the must-have-played game 5/5 Pops. No questions asked.
I love exploring Steam. I just used to go through all of their pages, looking at all the new games being released and all of the innovative game concepts that they bring to every genre – and, on occasion, I would buy a strange new game that caught my eye. Have I mentioned that I am a true multigamer?
I REALLY used to enjoy scrolling through their shop’s homepage. It was fun looking at all the different games – I felt like a kid in a toy shop!
Unfortunately, Steam has been “improving” certain features over the years.
A great idea.
In the past couple of years, however, they started to target audiences for their games. They started showing games that were similar to the types of games each player likes or plays. They even picked games that have just recently been released – or because they’re popular among my friends. What a great idea!…
While this was amazing for the first few months, I started to realize that the main store page on my girlfriend’s computer was so much more interesting than mine! I thought… well… this couldn’t be right. How could it be that I was having more fun looking at her targeted games rather than my own?!
Suddenly I realized that my Steam homepage was pretty much static most of the time. Even though games jump up and down the page, they’re mostly showing me the same games over and over.
My Steam shop homepage
The toy shop that only sells Pet Rocks
I can tell you with 100% certainty that if I open up my Steam homepage right now, Star Wars: Jedi Knight and Star Wars: Republic Commando, as well as every single Commandos game will show up at the top of all game suggestions.
The reason for this being that I’ve added Star Wars Battlefront to my wishlist (back in 2011) and I’ve added Commandos 2 to my wishlist (in 2012).
Now, I’m not saying these are bad games. They’re not. But I’ve seen them on my homepage every single day for several years now!
…and for some odd reason, after all these years, Steam still thinks that today is the day when ViLa4480 is going to buy all these games!
Ah… Bugger – maybe tomorrow
I can’t help but think that they have someone in their offices wearing a cap and deciding which games are going to show up on my homepage…
Cranking the levers up and down (Steam Powered!) with an eager smile as my mouse hovers over those games.
“…He never gets to buy them! Ah… Bugger – maybe tomorrow” – he says to himself.
Closing the shop
The truth is… I don’t enjoy going through the Steam homepage as much as I once did. I used to enjoy the variety of games that showed up. But now I find myself mostly looking at the “Popular Releases” and the “Most sold” tabs as those reflect a little bit more variety than the rest of my targeted homepage.
While looking for something different, I decided to check which games were the best ranked of all time on steam.
I was surprised. The first one… wasn’t even a game.
This is my first review post on this blog. If you guys would like to know more about how I started this epic journey check out PLANTING A SEED.
A mighty Kingdom
Kingdom: Two Crownshas just been released earlier this month and I decided to give it a go.
Kingdom: Two Crowns is a 2D side-scrolling “kingdom-builder” game. The kind of satisfaction you get from playing a tower-defense game, mixed with the satisfaction you get from playing an exploration game like Terraria.
Being insanely addictive, this game uses very smart and staggeringly simple game mechanics which I am able to describe in three sentences:
You’ve got a bag of gold coins.
You buy improvements to your fort.
You survive waves of enemies.
Ah. But things are never this simple.
Building and growing your fort means expanding your borders further into wild,unexplored territory. This not only means that trees will have to be mercilessly cut down, but also that other, harder decisions must be made:
-Will you destroy a homeless person’s shelter to expand your fort into fertile lands? -What about the trader’s hut that regularly supplies you with a huge influx of coins? -Will you spend all your money building new walls or instead hiring more archers to protect your current walls?
Decisions, decisions…
Know thy land
The game is a great exploration adventure game however… even though you can’t deny that there is a huge amount of geographic exploration to do… Let’s be honest and recognize that most islands in the game all look very similar and that the game mechanics never really change much throughout the map.
Nevertheless, what really drives the player to keep “exploring” the game is the huge amount of “interactibles” – mysterious statues, strange meteorites, portals and a never-ending list of upgrades to your fort that grant you game-changing special abilities.
Line of succession
Having bought the previous Kingdom: Classic and the sequel Kingdom: New Lands I must say I was a bit skeptical about buying this new version. The reason for that was that when I first bought Kingdom: New Lands I had two reasons to buy it: First, I’d like to support the developers who had previously created such a simple and cool game. Secondly, I was also looking for new content and new interactions that would expand my experience of ruling a very 2D kingdom.
However, I must say I was a wee bit disappointed with Kingdom: New Lands since it was being promoted almost as if it was a standalone DLC. -Does that make sense? Nope.
It is basically the same game as Kingdom: Classic being resold full-price with an added expansion.
The problem wasn’t really that the expansion was bad. The problem was how it was being sold as something truly new – which it wasn’t since the new mechanics that were introduced weren’t really that different from the base game and many of the changes were merely cosmetic.
Don’t get me wrong: any expansion to this great base game is welcome – but paying a full bag of gold for a new DLC is …bittersweet.
Just one more crown…
Along comes November and the video announcement for Kingdom: Two Crowns and I couldn’t be more curious. A developer starts by explaining that he was watching a player stream (not me, unfortunately!) with his girlfriend and that at one point one of them said “I wish we could play together”… the developer’s heart melted and so he decided to make that wish come true in Kingdom: Two Crowns.
This was huge news for me! I love coop games.
…And I couldn’t miss the opportunity to play one of my favorite games with my usual test subject (A.K.A. my girlfriend).
What a great idea. Then I saw the 20€ price tag.
Here we go again?
I’m not a cheapskate – but I don’t like paying for the same game three times either! If they had added new cosmetic content I’m sure I wouldn’t have bought it… but coop… My only weakness… How could I resist? How could I?!
Yeah, I bought Kingdom: Two Crowns. After an insane amount of time spent tackling screen-resolution, UI and gamepad issues I proudly decided to demonstrate to my girlfriend that I had finally managed to remove all blockers and smash all bugs and went to Mordor and back to get the game ready and working!
“It’s ugly.” – she said. She does that. She has a way with words.
After convincing her that pixel art is actually an art form and not a technical limitation of the game, she conceded that she would allow me to play with her. I often get the feeling that I’m dating my cat.
One crown. Two crowns.
The King and Queen of Choulândia were now crowned and ready to cleanse this Kingdom of all evil minions roaming the land.
Until I died in the first 3 minutes of gameplay. Then we got desperately poor. Then we decided to restart the game.
BUT THEN the Mighty Kingdom of Choulândia arose from the ashes, prospered and grew in size! We had thick stone walls, fertile farms, an army of archers!
Then my Queen bluntly said: “I’m bored.” She does that. She has a way with words.
…Usually that tends to happen within the first 5-10 minutes of playing a game. So the fact that we were playing for almost two hours before she said that really struck me as being a great compliment to Kingdom: Two Crowns. I was truly having fun playing with her!
We got to explore a new island, got some diamond-like gems and started building a new ship to come back home with our bounty.
We had to stop there. But I can honestly say that I had great fun playing Kingdom: Two Crowns with myself and with my Queen and we had some good laughs with very poor fort-building decisions about building walls at the exact time that the enemy is attacking.
Locking the gates
Overall Kingdom: Two Crowns is an amazing game for playing as co-op or single-player – especially if you’ve never had the chance to play one of the previous versions. It is extremely addicting, fun, with a lot of content to explore and a great Christmas Gift for your soulmate (as long as you get to play with him/her).
However, the slightly steeper price for the content that has been added might not be entirely adequate if you’ve played the previous iterations since it feels like a small DLC rather than an entirely brand new game. I’d value this at 15€ for returning players, instead of the standard 20€, and despite the price point and the lack of apparent new gameplay mechanics at the start of the game, I would still rate it 4/5 pops due to its replayability and blunt fun factor.
Popcorn Score:
This is my first review post on this blog. If you guys would like to know more about how I started this epic journey check out PLANTING A SEED.