The Top 10 Cutest Games From E3 2017 (GameSpew)

imageVideo games have become increasingly dour over the last few years.

With a push towards more realistic environments, faces that are slowly crawling out of the uncanny valley, and the ever-popular greys and browns of most shooters, it’s easy to forget that video games were once primarily cartoony and colourful.

Thankfully, amidst the (admittedly gorgeous) vistas on display in games like Anthem and Forza Motorsport 7, several games slipped into E3 2017 that demonstrated the power of modern technology when it comes to creating imaginative, vibrant worlds. However, environment design can only get me so interested in a game; it’s what populates these locales that tends to truly make them shine. These are the games that had me clutching the sides of my face, ranting in all-caps to my friends, and trying not to squeal loud enough for my neighbours to hear, because OH MY GOSH DID YOU SEE THAT IT’S SO ADORABLE AND I NEED IT NOW!!!!!

Read the full article here [GameSpew]

An Ode to Plague Road (GameSpew)

PlagueRoadTitle.pngDeveloper: Arcade Distillery
Publisher: Arcade Distillery
Played on: PC
Release Date: May 23, 2017
Time Played (Steam): 2.3 hours
Played with: Steam Controller
Paid: $0 (Key provided for review)

Come and sit down; I’ve a tale to tell,
Of a game whose mechanics were boring as hell.

It was quite the looker; the work put in showed,
Yet no joy was present while travelling Plague Road.

The menus seemed like those for mobile devices,
As though the game had an identity crisis.
It seemed to be built to be played on the go,
Where perhaps the repetitiveness wouldn’t show.

Instead, it was ported, so haphazardly,
To Vita, PlayStation 4, and also PC.
I found all too quick did monotony creep,
And before long, the game had me falling asleep.

Read the full article here [GameSpew]

The Count Lucanor Review (Cubed3)

lucanor_poster_02Developer: Baroque Decay
Publisher: Baroque Decay
Played on: PC
Release Date: March 3, 2016
Time Played (Steam): 4.5 hours
Played with: Mouse & Keyboard
Paid: $0 (Key provided for review)

Pulling off good horror with pixel art is difficult. Titles like Lone Survivor come to mind as somewhat recent examples of pixelated horror done right, but such games are far from the household names that Outlast, Amnesia, and even Slender have become. Part of the reason for that may be that it’s difficult to properly set up jump scares when playing from what is generally a pulled-out, third-person view; giving the player so much vision can undercut the effectiveness of such surprises. To combat this, many “bit horror” games choose the same tactic chosen by The Count Lucanor: the horror comes from the imagery and circumstances rather than their sudden presentation.

Read the full review here [Cubed3]

Demon-Slaying Tower Defence ‘Hell Warders’ Proves First Impressions Aren’t Everything (GameSpew)

coverDeveloper: Ares Games
Publisher: Ares Games
Played on: PC
Release Date: June 6, 2017
Time Played (Steam): 3.7 hours
Played with: Mouse & Keyboard
Paid: $0 (Key provided for review)

Hell Warders made an awful first impression.

Upon loading it up, I was quickly greeted with clipping assets, overflowing lists that disappeared off-screen, a non-functioning character creator, and various spelling and grammar errors in pieces of menu and help text. Oh, I also couldn’t play the game; there were no multiplayer games available for me to join, and the “Create Game” function seemed to be broken.

The second attempt didn’t fare much better. After some of the more egregious issues (namely, the character creator problems and the ability to actually start a game) were sorted out, I was greeted with something that felt tiresome and monotonous more than anything. Enemies spawned in from multiple directions, leaving me quickly overwhelmed and resigned to defeat. It appeared it was going to be a bad time all around.

Thankfully, subsequent patches proved this to not be the case.

Read the full article here [GameSpew]

 

Block’hood: The Environmentally-Conscious City Builder (GameSpew)

416210_20170529225518_1.pngDeveloper: Plethora-Project LLC
Publisher: Devolver Digital
Played on: PC
Release Date: May 10, 2017
Time Played (Steam): 5.3 hours
Played with: Mouse & Keyboard
Paid: $0 (Key provided for review)

I found Block’hood to be deeply unsettling.

Now, that’s something of an odd emotion to feel when playing a cheery, colourful city-builder, no? With its intricately detailed cities (known as “‘Hoods”) that can consist of dozens of structures carefully stacked on one another, it seems like a lovingly optimistic view of the future. Catwalks criss-cross between constructs, providing elevated walkways to navigate the vertical landscape. Glasses clink in bars, internet cafes emit bleeps and whirs, and clothing stores sell the trendiest fashions to citizens. It’s a veritable utopia.

Suddenly, things collapse. Businesses fall into disrepair. Apartments cave in and lose all sense of life. Protesters line the streets as black clouds swirl in the sky. The veil is lifted, and the weight of everything you’ve done comes crashing down with the city you worked so hard to build. The clothes in those stores were manufactured in sweatshops around the corner, which in turn received their supplies from pollution-producing cotton fields. The internet cafes distributed electronics that were made with plastic, and therefore, oil. The apartments were constructed on the graves of trees, driving out assorted wildlife in the process.

Read the full article here [GameSpew]

 

Marvel’s Guardians of the Galaxy: The Telltale Series – Episode One: Tangled Up in Blue Review (Cubed3)

579950_20170625131045_1Developer: Telltale Games
Publisher: Telltale Games
Played on: PC
Release Date: April 18, 2017
Time Played (Steam): 3.4 hours
Played with: Mouse & Keyboard
Paid: $0 (Key provided for review)

Telltale Games cut their point-and-click teeth on comedy, with Sam & Max and Strong Bad’s Cool Game for Attractive People becoming early breakout hits. As time went on, though, they headed in a more drama-focused direction, with the most publicized catalyst being the first season of The Walking Dead. Its focus on life-changing decisions made under tight time constraints created an emotional rollercoaster of an experience, with a plethora of scenarios whose outcomes were a far cry from black and white.

With this pedigree behind it, Guardians of the Galaxy: Tangled Up in Blue feels like a huge step back. That’s not to say that it’s a wholly worthless experience, but it feels like a game that largely ignores the developments made by its predecessors.

Read the full review here [Cubed3]