Thinking on, there aren’t enough games I get to ride around on a broomstick in either*
What I’m trying to say is Calico is absolutely a Day 1 purchase. Whilst writing this short ooh piece, the youngest insisted I pop the trailer on for them to look at and I can say that’s 2 people who definitely want Calico for definitely definite. Definitely.
Did I mention you can ride cats in Calico? You can ride cats. There’s just no contest, really.
*curiously, Destiny 2 is one where I can. Videogames.
Please sir, I cannot tell a lie. Sometimes, I really just want my videogames to let me switch my overly thinky brain off and allow me to run round a maze and explode things. The prettier the colours, the better. Scratch that! The more colours, the better.
I’m not an especially competitive person so stuff like kill/death ratios mean nothing to me. Ranking and whatever? The same. I do enjoy watching a number go up but that’s about where that particular thrill ends. “Ooh, that was a 7, love a good 7, me. An 8? Back of the net!” like the embarrassment that I am.
I have no shame in admitting that when I first spotted Super Destronaut: Land Wars, I had my fingers crossed that it would live up to my hopes that here was a game that would not only let me watch a number go up but also run around a maze exploding things into lots of colours. Readers, it did not disappoint.
I’m being a bit silly here, obviously, but it’s really important to remember that it’s 2020, we’re in the middle of a pandemic and I’m perpetually fluctuating between upset and angry (so much so I’ve taken up an MMO). If ever I needed a game that didn’t require anything of me, it’s right now.
In less interesting times, I doubt I’d hesitate long to take a gander at Land Wars, in times this interesting, I bloody well crave this sort of thing. And Land Wars hits the spot beautifully.
It’s a ridiculously neon affair, more Tron than the recent VHS tribute brand of neon that games have adopted. It’s the right kind of neon, yeah? Colourful, glowing, gratuitous. Enemies are huge, chunky pixel, also neon, things (this is definitely not a game where you’ll be squinting to see where enemies are hiding, that’s a definite). They bounce around a bit, act a little bit threatening but even on the higher difficulty levels they are often little more than target practice.
I know I probably sound like a broken record but this is all fine and desirable, I’m not slating the game here. This is what I want from it.
There’s a few rudimentary challenges you can indulge in if you prefer a bit of structure (they rarely stretch far beyond “shoot 5 baddies with this weapon” or whatever) or there’s a selection of slight difficulty adjustments if you want the game to push back at you a bit but this isn’t Destiny or something here. It’s a four quid neon shooty lazer maze thing with no ambition to be anything more than that and hand on heart, I love it.
It’s not a game you’ll learn to master, it’s not a game that prizes mechanics or depth or anything that isn’t lasers in a maze. It does everything I hoped it would, as nicely as I hoped it would.
In these tumultuous times, I’m not asking for much else so put those neon lasers into my face and let’s forget about the world outside for a while. Molyneux only knows, we could all do with that right now.
I don’t really remember seeing many mentions of Brut@l when it came out four years ago, which is a shame because it’s really quite a nice arcadey dungeon crawler.
Wearing its inspiration on its virtual sleeve, it translates the more traditional ASCII dungeon map exploring into an arcadey 3d world. Where it ends up isn’t exactly unexplored already but, and this is the bit that matters, it does do a fine job of it.
It doesn’t really need much in the way of explanation, I don’t think. You choose a class at the beginning, run through dungeons hitting and collecting things, find the entrance to a deeper level and go.
Along the way there’s a mild bit of crafting to be done for weapons (nothing strenuous, just have the correct letters and a book, press a button and tada! Brew a mystery potion!), a lot of hitting, some jumping, the occasional maze and whatever. It’s a videogame! There’s nothing mould breaking, just a really good videogamey videogame.
It genuinely doesn’t look good static being largely busy and black and white with slight splashes of colour but in motion it’s both perfectly readable and, frankly, fine. I’ve not had a single problem either finding where to go or anything I need. I’m only mentioning this precisely because the screenshots make it look rougher than it is.
With the exception of a jump that doesn’t quite jump far enough to be entirely comfortable and the odd small but messy interface quirk (forgivable given most big budget games often end up in a worse place with their interface), I’ve really got no complaints of note. It does what it does and it does it well.
Well enough to make me sad that it’s probably been skipped over a thousand times in favour of more on-trend takes on dungeon crawling. That’s a fate it certainly doesn’t deserve. Playing a few quick-ish runs of it this afternoon and yes, it still hits the spot. By the time I’m hitting the third floor and it really gets going and comes into its own, a lovely speedy swords and sorcery dungeon delve, I’m invariably enjoying myself a great deal .
Oh, and it has a level editor too, which is always welcome.
So yeah, Brut@l! Overlooked and good. It’s a game I’ve been ducking in and out of for a few years and still find myself enjoying it a lot when I’ve become long bored of plenty of others. That’s worth something, I’m sure.
The mid 90s were largely the point where I’d ducked out from keeping up with videogames, unwisely choosing an almost self destructive fuck it all hedonistic lifestyle instead.
Not entirely, mind – I rushed to grab a PlayStation as soon as I could but it was quickly relegated to night time to early morning background noise and to my eternal pride, recovering from hangovers playing largely stress free games aimed more at kids.
Admittedly, I did grab a PC a few years later but, erm, yeah. Didn’t really do much with that beyond running up huge phone bills via the medium of the internet.
Anyway! So not only do I not remember huge chunks of the nineties, my videogame and related things knowledge has a huge gap that I’ve slowly been enjoying filling in. Cos you know, missing out on chunks of videogames just means more games to try! The best kind of silver lining, if you ask me.
Of course, it also means I’m often on the lookout not just for guidance around what to play but to read about the games and ephemera around them that I missed. (As a side note, much love to folks like Anatoly for not only being lovely but also a treasure trove of knowledge around stuff that passed me by.)
Once again though, Rebind are poking at stuff that tends to remain unpoked at (that’s the technical term) by a lot of folks, in this case it’s a Games For Windows 95 sampler.
Molyneux only knows how long I relied on cover tapes, cover disks, demo discs and what have you to discover new games.
When I did find my way back to videogames at the start of the century, I threw what little money I had down on magazines with ridiculous amounts of stuff thrown onto coverdisks to tide me over between big box videogames. I have a certain level of thankfulness for this sort of thing because without demo and cover disks, I doubt I’d have quite the eclectic tastes I do have. I certainly didn’t have the money to buy my way to one, you know?
Have a read of Rebind then and don’t forget they also have a Patreon where you can support them with money if you’ve got some spare.
I know it’s almost like the Ubi-game fan club round these parts this month but I promise, that’s mainly because I’m clearing out a backlog of things I meant to post but didn’t.
I enjoyed my time with Far Cry 5 a lot though it certainly had its Very Ubisoft issues with magic villains and a side order of out of place Very Ubisoft nastiness, amongst other things.
It’s par for the course with the main entries into the Far Cry series, that’s 3 out of 3 now since folks settled on the icon clearing formula where the joyous systemic chaos of crashing a car into a tree, accidentally setting fire to some wildlife then getting into a boat just to crash that into a tree and now everything is on fire and is that a bear, oh no is offset by the edgy and ill fitting nonsense of a story.
Maybe I’d appreciate it more were I fourteen or something, I dunno! That was quite a long time ago now.
The inbetweeny games are where I look to for the more interesting stuff. Blood Dragon misfired as much as it worked but painful tutorial aside, made a great showcase for how well the base raiding silliness works with a lot of the peripheral stuff sidelined even further or removed entirely. Primal’s riff on survival clearly filtered through to Days Gone and stretched the formula a bit. New Dawn, on the other hand, felt a lot like the game I wanted Far Cry 5 to be.
With only a short interlude into absurd magic mans stuff and its embrace of allowing the player even more freedom with few interruptions, it fixed a lot of the issues of 5. Also! What an amazingly beautiful game!
Its colourful view of a post nuclear future incredibly at odds with the usual videogame grey and green dullness gave the folks working on the map rework the leeway to go to town. Still very much the photorealism of Ubi games that we’re used to but now with a slightly more fantastical bent and honestly, I loved it.
I’m not sure I could, in good conscience, recommend anyone play through the Lost On Mars DLC for Far Cry 5 as it’s honestly quite a chore.
For reasons I can’t entirely fathom, just moving around is quite atrocious (something I’m not used to seeing in recent videogames). It’s not Driv3r levels of bad but it certainly does take a lot of patience to tolerate.
Rather unfortunately, it’s a pain compounded by also having to tolerate erstwhile Far Cry companion and all-round obnoxiously loud recurring character Hurk throughout. One of those characters that’s probably more enjoyable to write and perform than to have to endure, even when they’ve been dismembered, as is the case for this DLC.
However! It is an obscenely good looking thing. Pitched somewhere between Starship Troopers and prog rock album, it’s astoundingly beautiful.
There’s a real sense of fun to the art as the game takes place in what may as well be a quarry masquerading as Mars and recycles scenes from Far Cry 5 but now in traditional videogame floating-rock-dream areas to break up the monotony. Much like New Dawn later would put old work to a new, revitalised, purpose, the same can be said for Lost On Mars. But in space.
I’m not going to fib, I sat through the DLC from start to finish precisely because it’s so very up my street visually. I had great fun finding new corners of the map to take photos in, even when the game seemed determined to make that painful.
Whilst the best Far Cry In Space game remains The Signal From Tölva (I can’t believe I haven’t put proper words down about this yet!), I’m an absolute sucker for how Lost On Mars looks and would relish a full on proper Space! entry into the Far Cry universe.
But then again, there’s very few games I wouldn’t want a full on proper Space! variation of. I am me, after all.
I’m near forty hours in on this thing at the mo and so far I’ve visited precisely three parts of the enormous map because it’s such a delicious looking videogame that I keep getting distracted. Why do a quest when you can climb a hill?
I can well imagine someone looking for a story with some stabbing would find Assassin’s Creed: Odyssey outstaying its welcome but I’m not that person. I am absolutely enraptured by the world folks have built and so, more than happy to get lost in it. And I absolutely do get lost in it, it’s gorgeous.