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Vaporum is a grid-based dungeon crawler RPG in an original steampunk setting, inspired by old-school classics of the genre. Stranded in the middle of an ocean, in front of a gigantic tower, the hero has to find out what the place is, what happened there, and most importantly, who he is.
Vaporum is developed by Fatbot Games and originally released on PC in 2017. Key Features of the game include: First person real-time combat, Puzzles and level-wide objectives, Gadget-based RPG system, Lots of exploration, loot, plenty of character customization, a mysterious storyline filled with secrets, fully voiced main characters, and an Immersive steampunk setting.
Combat in Vaporum takes place in real time. Each enemy type has a distinctive set of strengths and weaknesses, and various kinds of attacks and defense mechanisms, so you have to employ different tactics to beat each one. A Lot of time is spent fighting progressively more difficult enemies on a grid based movement system which limits you to simple left, right, forward, and backwards movement and 90 degree turns. This leads to you being able to hit an enemy, step backwards and force a melee-only enemy to step forwards so you can hit it again and move before it can hit you, effectively killing it. This is simple versus a single enemy, but much more daunting versus multiple enemies and mastery of the tile based grid movement system is a must as jarring as it is. Combat is quick and lethal with little opportunity for healing. If you get backed into a corner, it easily becomes a situation of standing there taking turns hitting each other until one of you are dead. The gadget based system is more accurately a steampunk version of spells and is very fun and satisfying to use to defeat enemies.
The movement system is jarring at times and clunky. It did give me motion sickness due to the way the character moves. The character’s head bobs down and then looks back up after each move, and turning is a sudden start then stop that can disorient you. It must be stated this is one of only two titles to ever give me motion sickness, and even with developer help I was not able to prevent it; only limit it by turning off the options for headbob, screen shake effects, and idle camera animation. The head bob while moving was still there as was the up-down motion of the character breathing, but this did help to somewhat mitigate the motion sickness.
Most mechanics in Vaporum are very simple. However, combining these mechanics creates intriguing puzzles and level-wide objectives where you have to use both your wits and reflexes. While most puzzles and riddles are contained in a single room, progression objectives can span an entire level or even multiple levels. The puzzles themselves can consist of finding the button, moving crates in set patterns and triggering pressure plates in a specific order, with later levels adding lethal traps and teleporters. While solving the puzzles feels rewarding, it is a double edged sword as completing the puzzles are required for progression, but it is very frustrating when you get stuck on one, and they quickly become monotonous and boring at that point.
The games graphics and Audio are top-notch and perfect for a steampunk title and really help to immerse you into the game world. The voice acting is pretty good for the most part with only a couple lines of dialogue that felt off. The story is good even though it is set up with the stereotypical woke up with amnesia trope. The controls on the other hand make it clear this was a title ported over from the pc, and while clumsy and clunky and frustratingly annoying at first, once you learn and memorize them they no longer present as much of an issue.
Check out the video version of this review here –
Or check out Lone’s stream of the XBox One version –
For more info on the game, head over to the Vaporum website.
I give the game a solid 5 out of 10, it stands good on its own merits, but as a port it feels lacking in the quality of life department.
~Darsch
[Here Darsch reviews the PlayStation 4 Port of Vaporum, released early April 2019, also on XBox One and Nintendo Switch. ~Lone]
Satisfactory is a first-person open-world factory building game with a dash of exploration and combat. Pioneering for FICSIT Incorporated means charting and exploiting an alien planet, battling alien lifeforms, creating multi-story factories, entering conveyor belt heaven, automating vehicles, and researching new technologies.
Satisfactory is satisfying and out now in Early Access from Coffee Stain studios, the same studio responsible for “Sanctum” and “Goat Simulator”.
Satisfactory is a survival game about exploring an alien planet, taking its resources and building massive factories. It is one part survival and exploration game and one part factory sim. The game is satisfying to say the least.
I decided to choose the first starting area offered of the three biomes, a grass land with plenty of flat land to build on and a decent amount of resources but long distances of travel.
The other two biomes were a lush forest with plenty of biomass (used to make power and fuel) but few building opportunities and a rocky desert with a mix of the two but little biomass.
The game launched into early access with –
• 6 tiers full of milestones that unlocks machines, resources, equipment and vehicles
• 3 different starting areas/biomes on a large handcrafted world (30km2)
• Vehicles with automation capabilities
• Equipment and weapons
• Alien creatures
• Multiplayer
With the following coming as the game reaches full release:
• The rest of the FICSIT milestones and tiers
• More machines, resources, vehicles, equipment and weapons
• Improvements on core gameplay, systems, UI/UX, Quality of Life
• Iterate on world, exploration, landmarks, rewards and creatures
• Full narrative
• More optimization
• Dedicated server support
• Mod support
My first game session started out as many survival games, stranded alone somewhere with nothing and you have to gather resources and craft what you need as you go.
After about 30 to 45 minutes I had the start of an automated factory going. After two hours though, I had miners set up gathering an endless supply of copper and iron ore, feeding it onto conveyor belts and into my smelters & to be turned into ingots, then further down the assembly line they would be turned into other building resources I needed to further automate things.
The game has a simple gameplay loop that is easy for me to lose my self in and it can be relaxing while trying to solve logistic problems such as how to get resources from point A, at the top of a mountain, to point B far below and away the most efficient way possible. This is the core of the game.
It takes time to get really built up, two days in and I am still working on getting my factory running and unlocking milestones, this games progression system. Milestone can be thought of as levels with in each tier that give you blueprints and upgrades. it is very simple and helps to give the player guidance towards what to while building the factory.
If I had to rate the game in its current early access state I would give it a 5 out of 10, but, as it’s an early access title and many features, such as the narrative & several tiers of upgrades and buildings, are simply are not in yet and early access is expected to last at least a year.
Check out my first look preview video below for a better idea –
Satisfactory is one to watch for gamers interested in this style of game or newcomers looking for something different but fun.
Want to play youtself and support the developer in Early Access, or just wishlist for later, head over to the Epic Game Store page or the games website
Anthem is a shared-world action RPG, where players can delve into a vast landscape teeming with amazing technology and forgotten treasures. This is a world where Freelancers are called upon to defeat savage beasts, ruthless marauders, and forces plotting to conquer humanity.
Anthem, the would be savior of bioware, the game that was going to compensate for letdown after letdown. The great equalizer, Is in reality, just another letdown from the once great Bioware.
Bioware is dead folks. It died when the founding doctors left it after Star Wars The Old Republic and Mass Effect 3 were released. To see proof of this look no further than the shitastic Anthem. I hate saying this because I had such high hopes for this game but it’s less of a game and more an example how not to make a looter shooter (hint, don’t use frostbite engine for one) and how to make a load screen simulator!
The very first thing that stands out about Anthem is how beautiful the game is. The second, is the insane amount of long load screens that should not exist in a game in 2019. Bioware code named Anthem: Dylan, after the singer in the hopes that Anthem would revolutionize the way we view games like Bob Dylan changed how we view music. They failed on this front like they have failed on so many aspects of Anthem. Need to change your loadout? LOAD SCREEN! Need to respawn? LOAD SCREEN! Spawn into a mission set to public? Get ready for three or four load screens back to back as the game teleports you to the rest of the group who are now half way through their mission. Oh, by the way, the missions take less time to complete than they do to load, and this is on a good pc with superfast broadband speeds and a fast storage device!
The game also suffers from invisible enemies and random frame rate drops on the best pc hardware you can get for gaming! (Did I mention I have an awesome pc?) The game is terribly optimized, using the frostbite engine which does not have the framework in place for basic looter shooter functionality, or real inventory. This is why we can not switch out equipped weapons in the field, contrary to that drivel Bioware fed us about it breaking game flow. They already broke that with abilities that have drastically different cool downs, which prevent you from doing combos more often, thus making the combo system feel clunky and broken, but man is it so nice to watch a swarm die to a combo!
On top of all of this the game’s main focus of loot is a broken mess with inscriptions (affixes to those familiar with Diablo) not working or not being relevant to the weapon or gear you have equipped. The loot grind is poorly executed at best with nothing really unique and only four different gun models in the game. Bioware has fortunately recognized this and are working towards fixes to make the loot system work better and are even removing common and uncommon items from the lvl 30 loot tables after listening to feedback given by diablo 3 veteran and main man behind itemization; Travis Day.
Remember that awesome E3 footage that showed the strider walking and then getting attacked and the freelancer receiving a legendary item? That was an entirely scripted and acted scenario that never once appears in the game. Walking striders and competing factions just sadly do not exist. It would have been a nice touch if such things could happen as showcased in that E3 video, but that’s how things work though in building hype for a game, we usually are never shown actual live gameplay but a scripted video instead.
The missions are a terrible repetition of two different types with little diversity. You have the defend the point against waves of enemies and collect items while killing enemies. That’s it, and while the actual gameplay can be fun it is confined to this weak and broken system that get rather boring quickly. Added to this list of terrible choices and things is the fact Anthem was meant to be a story driven experience but the great storytelling Bioware is known for just is not present! The story is generic at best with some cool events here and there, but with dialogue choices that ultimately lead nowhere and do not matter, and no memorable characters except for Owen. I will fight you on this, Owen is the best thing about Anthem!
That all being said, Anthem does have promise and potential if EA lets bioware have the chance to fix it. Pass this one up for now and check back in 4 to 6 months when they release new endgame content (or in a sale ~Lone) and have had a chance to update and fix what is broken, if they even can. Currently, endgame is just repeating the final story mission of the game over and over.
Right now, a dissapointing 1 out of 10 though.
~Darsch
March 9th, 2019 by Darsch
SAIL THE STARS. BETRAY YOUR QUEEN. MURDER A SUN. Sunless Skies is a Gothic Horror roleplay game with a focus on exploration and exquisite storytelling for PC, Mac and Linux.
Sunless Skies has released, and it has had some major updates since the early access preview here.
One of the very first things noticeably different is the new tutorial and story added at the very start of the game, which also highlights the new story UI.
Speaking of the UI, the whole thing in general has had an overhaul. It is now easier to read and lends itself better to the dark aesthetic of Sunless Skies.
New weapon types have been added, with two versions of each to choose from. First off there are the Portsmouth House ‘Albertine Candle’ and the Portsmouth House ‘Her Renewed Majesty’s Jubilee’ rockets, and then the Wit & Vinegar ‘Sneeze-Lurker’, Wit & Vinegar ‘Zounderkite’ mines respectively. Added to this is the powerful new exotic weapons added throughout the game just waiting to be discovered by the player.
New content has been added to the Blue Kingdom and High Wilderness, including some new officers the Clay Conductor and two Blue Kingdom officers; the Forged Companion and the Felined Eccentric.
The wealth ambition received some adjustments and your captain can now retire in Eleutheria, while Narrative Director Chris Gardiner worked on the final ambition The Stars are Dying for launch.
Part of the new content added was smuggling! It was one of the stretch goals on the Sunless Skies kickstarter and offers more opportunities for nefarious deeds in the high wilderness. Smuggling will unlock midgame for those captains looking to make some extra cash and don’t mind a dangerous pirate lifestyle. Just look for the Gloomy Middleman in London to start the storylet quest to unlock smuggling. Alternatively If your captain has Villainy 3+ or Veils 40+, the Gloomy Middleman will approach you directly. Once unlocked, Contraband items will appear in one shop per region across the Reach, Albion and Eleutheria. You will need to pay attention to Prospects to make a profit. Smuggling also adds hidden compartments for your locomotives equipment to hide contraband from customs.
Darsch Pugs here with the second of my Atlas journal entries. These will be done in character as I feel it is more fitting since I am playing on a role play server. I will however break character in the journal when needed to explain things or game mechanics.
I write in my journal today with a heavy heart. There has been a split among the crew, everyone but the admiral and I have left us high and dry and created their own company. I thought we were doing just fine together and only had a few minor setbacks. Apparently though they thought differently. A few days have passed and the admiral has moved us to a new island, we have joined the atlas alliance, and we have a new first mate. I’m still but a lowly seaman for now. Many would be indignant over this but I’m okay with it, I’m not a leader, I function better left to my own devices with little responsibility.
I have mastered the armor smith’s art, have made much headway in the skills required to be a treasure hunter, and I have more knowledge of the crew of the damned. The knowledge I have gained has allowed me to land ever more damaging strikes on these poor souls that form the majority of the undead and cursed horde that is the damned. They seem to pop out of the ground at every treasure chest discovered. If you harm them but don’t finish them off quick enough they will submerge themselves in the ground to burst forth moments later whole. My knowledge of treasure maps have made me an expert at finding buried treasure, something the first mate has seen first hand.
The first mate and I went forth on a treasure hunt, maps in hand and supplies loaded on the small ship we decided to use for speed we set forth just the two of us. We found the island the treasure maps were for just a short sail from our home island. The first chest was easy to find, we anchored our vessel a mere breadth away from it, a small rock bar infested with giant snakes.
Once we cleared out the snakes I approached the mound of dirt that was clearly where the chest was buried, that’s when a group of 5 of the crew of the damned burst forth, I was quick with my pistol and lay waste to two of them, the first mate was even quicker with his bow and made short work of the rest with my assistance. This would continue on with the other three chests we discovered. In the end we found over 700 gold coin and many journeyman blueprints for plate armor and other items, all in all I would estimate a grand haul valuing roughly 1,500 to 2,000 gold. Not bad for my first treasure hunt, and this has lifted my spirits. I am rather fond of the adventures I have whilst hunting for treasure and can think of no better life than this.
We have begun work on a galleon. This will be a massive vessel and a massive under taking. The sheer amount of resources required is worth a king’s ransom. It will take time and effort but in the end will will have the largest seafaring vessel known to man.
We hope you enjoyed Day 2 of Darsch’s player diary of ATLAS, if you want to chat about the game, please join us in Discord and remember Darsch will be joining Katoe streaming Atlas on Tuesday and/or Thursday night’s, 9pm GMT on the station twitch!
Here’s Katoe’s stream from last week [it went better than last stream, however, the game didn’t hold up, so we changed stream plans! ~Lonesamurai]