War, good God y’all… What is it good for? Absolutely nothing.
Turns out Edwin Starr was wrong. War, Uh-huh…yeah, what is it good for? Turns out it’s absolutely great for computer games.
Where would we be without the FPS? Still throwing pine cones across the sandpit and claiming I had been revived by Jeff and wasn’t dead. From Command and Conquer: Red Alert, through Call of Duty and Company of Heroes, I’ve loved them all along the way. Hold on there big dog, I know what you’re thinking…FPS.
Watch This Review:
Eximius Review – FPS / RTS Hybrid Fun
Eximius: Seize the Frontline, from Ammobox Studios is just out of Early Access and is blast. It is an FPS / RTS Hybrid. Whaaat… Yes. You can play the game just like Company of Heroes and you can play it just like Call of Duty. You can even play it both ways at the same time if you want to. How is this even possible you ask?
Eximius is, in simplest terms, a 5v5, squad based arena battle set in the near future of a collapsed political order. Two factions vie for control of the future world order: Axeron Industries, the product of a global financial elite trying to reestablish order. They have units based on robotics to save people from front line combat. The other side is the Global Security Force (GSF) who are made up from the surviving political world order prior to collapse.
All this set up matters naught though and is swiftly forgotten once you are past the opening intro. Simply pick a side and go through training. There is no real consequence to the side you pick except the choice of weapons, units available and some inevitable variation in play style to suit your differing strengths. Mostly they are similar classes but with slightly different qualities.
Point, Shoot, Smile
The controls are pretty standard and so is the weapons training. There is nothing confusing here – machine guns, pistols, bazookas, EMP weapons, etc. Everything is comfortably familiar. There is a good sound to the fire system, the weapons have variable recoil, but upgrades can improve stability. They sound powerful and act heavy, pleasing stuff. On the battlefield the draw distance for shooting is pretty good, even with standard weapons.
When you leave training, you can choose to join an ‘Open game’ which is just a rolling restart game with whomever joins and the remaining spots made up with AI players. Or you can join a specific 5 man team to take on a set scenario or you can tackle a variety of maps and missions yourself, offline with a team of AI support. There is lots of variety and the AI is of such a good standard that you need never worry about matchmaking to get a game. There are always at least two of these happening at any given time.
All of this seems like a pretty standard Battle Arena game and you’d be right. What sets Eximius apart is that only four of your squad of five play as FPS officers on the battlefield. The fifth man plays the game RTS and from a standard zoomed RTS view of the battle.
Commander and Conqueror
It turns out that what really makes the difference to your team is the Commander. They provide tech upgrades, they can build tanks, different classes of soldiers, they assign a support group of soldiers to you or not and they can drop strategic supply points to enable you to refill ammo and change weapons as you meet different foes. They play Command and Conquer whilst you play Counter Strike and you can talk to each other, ask for things like re-supply, reinforcements or decide attack plans and changes. It is a quite excellent achievement to blend these two game styles seamlessly together and talk/plan across them at the same time.
There is a rare breed of revered heroes called ‘Battle Commanders’ by Eximius community who are players capable of playing the Commander role and capable of jumping into the FPS fight at crucial moments to rectify some part of their grand plan and never losing sight of the overall plan and time in the frontline.
I tried being the Commander once or twice…let’s just say I need practice. I have mostly been playing as an Officer on the battlefield and sometimes my human Commander would provide ammo and weapon upgrade stations for me to use and sometimes they wouldn’t. In one match it became clear that the Commander had his plan and I wasn’t in it, I could die and respawn frequently but there would be no upgrade points for me.
In another we had upgrades and I joined the fray attempting to follow other Officers in direction and battle as support. The Commander rarely attached soldiers to me for support, clearly deeming my contribution unreliable, this was until a crucial point late in the battle when we were losing heavily that I slipped away changed my weapons and crossed to the other side of the arena undetected. I destroyed a tank holding position, protecting a flag point.
The response from my Commander was instant. He held battle back where I had come from and sent me as many reserves as he could from reserves to support what he recognised as a decisive move. We went on to capture several nearby resource points and the enemy were crippled. We lost less than 20 battle points to the enemy teams 300 from this moment on. The post game chat was full of delight and congratulations. These are the moments you play Eximius for.
It isn’t a perfect game, the learning curve is initially steep, but there is a lot of potential in the game for varied styles of combat. More variety of weapons are being added and of course, more skins and customisation. The development team is dedicated, improvements are frequently made and what might be thought of as currently lacking does not detract from the glory of the game.
Eximius is a Latin word meaning ‘excellent’ and Seize the Frontline is indeed an excellent game. It is not just another battle arena with thrown together assets; it is a well thought out game that offers a deepening level of skill the more you play it. They have a welcoming community in the Discord and the game is structured so that newbies can join a team of veterans and not hamper the chance of victory severely. War, uh huh, yeah…may well be good for computer games, but me? Good God y’all I am far from Eximius at it. It is fun though…see you in the fight.
Stephen plays on Eximius: Seize the Frontline as Alt_Ending and is easy to defeat. Take a good look at my face because all you’re going to see from the floor just before you respawn is the back of me walking away.
‘I’m back! Back in the New York Grove’, sang Ace Frehley in 1978.
Shortly after, KISS took off their make-up and Ace Frehley then left the band. They had become a bit dated, silly even? So, too, the platformer. They came to be seen as undemanding, linear games; the preserve of younger kids who like the cartoon presentation of these games.
Even efforts to compete with the advent of 3D did little to halt the decline of the platformer from its market share heyday of a third of games sales to 2% by 2006, but whisper it like Ace Frehley… the platformer is back.
Sunblaze, developed by Games from Earth, is a 2D single screen platformer harking back to classic days. It’s title screen opens with a popping tune reminiscent of early Mario music and the soundtrack throughout is top notch.
You are Josie, a cute pony-tailed little girl whose father is a retired old superhero. Better than that though, Dad owns a Superhero training simulator – well of course we’re gonna try it. It is during the training session that we…err train and are taught all the basic moves in the game environment; the double jump, the dash, hang crawling, hitting things or jumping on things causes them to fall and this can break obstacles.
These are all the usual, expected staples of a precision platformer and they are introduced quickly and seamlessly. It’s a joyous start.
Then the training simulator goes wrong and you are stuck inside and have to fight your way through various colourful levels to escape back to Dad.
One of the starkest things about Sunblaze, right from the start, is how darn quick the game is in almost every respect. Sunblaze treats death in the best way, from red sauce to resurrection in a millisecond. Instantaneous and unforgiving failure is followed by instant play again without even the need to press a button.
Speedrun Death Challenge, Anyone?
There surely has to be a contest for who can rack up the most deaths in under a minute? Then when you complete a level there is no fade screen or load screen, the screen simply melts into the next level like the moment you see a magic eye image…boom it’s there and you are stood right where you were but in a different room, facing a different puzzle.
The pace is amazing, making the experience a pretty continuous one and emphasising the positive part of that, no matter how you are doing.
Pretty soon however, you start meeting those challenging levels where the game demands you put together your newly learnt moves into combinations in order to whizz around the board.
Each level (created by a friendly rainbow unicorn, naturally) needs to be solved and they become more a complex puzzle each time. There is an order of doing things, hitting jedi training robots, dropping blocks, exploding TNT, squashing laser gates, breaking glass barriers and all sorts of other things.
Pretty soon you start each level with a moment of pause to survey the puzzle in front of you and try to figure out a way to the end. As the game progresses, each new chapter introduces more hazards. There are spiked floors, poisonous coral, explosive oil drums, volcano spitters, and evil computers.
Played normally, Sunblaze is a pretty difficult game. It isn’t called a Precision Platformer for nothing. You know what you are in for when you see that the game keeps a death counter and a timer. There’s going to be competition with speedruns and lowest deaths (or as I prefer, posting a screenshots of completing a game with an unbelievably high death count).
Death comes in many forms and frequently, you can explode into residue on touching spikes, be crushed entirely by a moving block or fried in classic cartoon style of shocking your skeleton when caught in a laser gate. If it all proves too tough there are a multitude of difficulty settings that operate seamlessly.
Firstly there is a Zen Mode which is, effectively a rookie mode and gives you the whole game and story with fewer levels and a reduced difficulty, so the game can be played by a variety of ages and capabilities.
On top of that you can switch on various cheat functions that remove the game cap or cooldown on abilities such as infinite jumps or infinite dash. You can even make levels easier by giving yourself the ability to ignore volcanos and laser gates by switching on invincibility or to smash glass barriers on contact and avoid the perils of messing with squashing blocks. These accessibility options can be combined in any mode; play the standard mode and tackle a particularly hard level by switching on infinite jumps for example?
A Variety Of Deaths
Sunblaze is a great game with a wealth of accessibility. It knows what the flaws of a platformer are and if gets around them confidently. You will never be stuck for too long, you can always tweak the game parameters a little for one level of the whole game and experience much the same as someone else who plays the more skilful variant. And for those of you who want greater challenges you can try to collect the power cubes in each chapter. Do all this and there are a reputed 700 levels in the game.
All in all you can play Sunblaze from start to finish in a couple of hours using all of the easiest settings and cheat modes or you can take on the full challenge and it will take you days and well over 1000 deaths. That the game can be immensely accessible and extremely challenging at the flick of a setting and lose you nothing in gameplay gives Sunblaze broad appeal.
The plethora of Roguelites around in recent years has given the platformer a lesson in how to present death as irrelevant to gameplay or at least not a setback to progress.
Is It Worth Buying Sunblaze?
During the lockdown of the last year there has been a widely reported jump in playing video games, Platformers are in the top five genres for growth in that period with platform play growing by 25% in that time.
These days Ace Frehley is back playing with KISS, they still tour and they are back in their daft glam costumes, but what we realised is that we liked it that way after all. Sunblaze is one of a developing new breed of platformers in the line of Super Meat Boy and Celeste that realise the platformer never really left us and know how to give us what we really liked all along.
You know that feeling you sometimes catch yourself doing in a game whereby you lean hard to the left in your chair, subconsciously willing your character to make that jump, you’ll be doing that a lot here. Like any game, when you put together a series of combinations to travel with speed and fluidity across and around all the obstacles to complete the level, it is glorious when you succeed.
I literally punched the air and let out a holler when I completed things. So, if you ever liked a platformer then you should check out Sunblaze and you too can sing ‘I’m Back’.
Checkshirted wearing, waxed moustachioed hipsters, this game is for you.
I mean it’s for the rest of us as well, but especially the bearded no logo uniformers who dream of wielding an axe in the wilds. Mana Potion Studios have produced a fine little RTS, city builder, tower defense game to delight us.
Jaunty music, fishing for food, venison for the people, a proper medieval looking castle designed by you, siege engines, classic big marrow shaped club wielding trolls wearing nothing but slashed hulk shorts and Lumberjacks. Lumberjacks galore. I never wanted to be a barber anyway.
There’s a lot to love about Becastled, a wonderful game that is part city management, part RTS. It is like Total War for people who used to play Settlers on wet break in the science labs.
You’re A Lumberjack, Barry. You too, Harry.
You play the master of the Kingdom of the Sun. You guys rule the daylight and life is good.
The deer stroll nearby, the earth is luscious and your people are productive. You begin by placing your central hall or Castle Keep onto a chosen hex and found your settlement. Then you spawn some citizens willing to do your bidding and your first objective is to tell them to be lumberjacks, because almost all of the early currency is in wood. So, site yourself near some trees and get going.
As usual in an RTS management city build you need to get resources and spend them to enable expansion. You will need wood for building more houses to grow your population, you need wood to build taverns to keep them happy, you need wood to build a farm to feed your growing population, you need wood to build training centres for archers or melee warriors to defend the glorious new Utopia you are building, in fact you’re going to need more lumberjacks.
Wood is the currency early game, building, expanding and sustaining that is the key, as it is in any resource management builder.
Here Comes Trouble
As the game progresses you need other things and very much like playing the board game version of Settlers, you need to be located next to lots of varied resources and some of them like stone and gold or a sort of mined solar gem are needed later for upgrading the stockade and towers to stone ones and building a church to restore your dead warriors in the resurrecting power of daylight hours because, you see, you are on a daily clock.
When the day is over, the Moon Warriors spawn somewhere nearby. They are blue goblins and trolls and they come each night without fail from different directions in ever increasing numbers and with better equipment each night. They march inexorably toward you like the hoards of Mordor, carrying scaling ladders, battering rams, cannon and siege towers to breach your city walls and so you must prepare for sunset each day to go once more into the frey to see if you live or die this day. To survive you must protect and defend your Keep. Citizens and troops may die, buildings may fall, but your founding Keep must survive or the game is lost.
The controls are delightfully simple, the expansion tree is entirely open, the only thing that holds you back is…lumberjacks. If you can get going fast enough and manage food and housing, then you can get other careers going for masons, miners and engineers.
The first few days are easy to defend against, by which time you need to be up and running with defensive structures and plenty of varied methods of defense. The only help you get is that a blue mist signals the spawning site for the Moon Warriors that coming evening. If you have not planned or do not have a productive enough village then you could find they are due to spawn on the most exposed side.
So, you need a strategy and you need to act quickly and consistently, managing choices and resources to sustain, defend and develop…much like any standard RTS. The difference and appeal with Becastled is the varied nature of how you can play.
Hoards of Hordes
It has stacks of playability with challenges split into eight difficulty levels, with three levels of combat difficulty, on seven different terrain types with resources either abundant or scarce and most interestingly you can alter the length of the game, effectively your win point.
Keep the Solar Kingdom safe for 10 days in the easiest instance or try for up to 30 days. With each added day of challenge the Moon Warriors get more powerful and more difficult to defend against, but potentially your castle starts to resemble Carcasonne…another fine board game Becastled clearly draws influence from.
And if you are feeling like Henry V then you can take the ultimate challenge of an infinity mode and see how long you can survive the nightly mounting hoards. I have seen some people on YouTube try to build a wall around the entire map and another who fought for 50+ days. That you can alter the challenge so greatly and try to break the game with challenges like walling the entire map is great freedom for a game.
Who Just Died?
There are some problems with Becastled; some men stop working sometimes and it often isn’t clear who has died when you begin the day after an attack and you have to check absolutely everything to reassign workers otherwise the city will start to fail and you need to work hard each day to grow and repair if you are to survive the night.
Pathfinding is another problem, the AI isn’t great at this, when you send troops to certain locations or to engage in combat with a group of the enemy they take the shortest direct path, but this can lead to them being stuck on a cliff edge or behind a gatehouse or something. With a battle raging this can be disastrous and you can be left wondering where that unit you sent to help got to, but it’s now all too late.
Visit The Solar Kingdom Today!
However, these minor problems for a game in Early Access and the devs are patching these sorts of things at least once a month so by the time you play they may even be gone.
On top of this they have published a clear road map of exciting development that includes tech trees, city building expansion and boss fights. I can only hope they make PvP possible in the future.
Becastled offers hours and hours of medieval fun at a bargain price. It proves both accessible and challenging at the same time. You really would be medieval to not go and get this, especially if RTS is your thing. Can you go 50 days without defeat? I can, but then I’m a Lumberjack, so I’m ok.
Did your ordinary German soldier in 1943 who was fresh out of school at 18 know he was one of the bad guys in WW2? I’m a bit confused about The Happy Little Virus. Normally in games you play the hero, sometimes the bad guy, but when you do it’s clear. I think I’m the bad guy in this…
The game is played in imagined circuit boards, in a kind of Tron way, where you are in the grid, on the motherboard of a computer or in the servers. You play a virus…so a bad guy (right?) and there are companies to choose from to ‘attack’ on the menu screen.
One is for Guide Dogs and the other is a Cancer support charity… we’re hacking and stealing from these people? We’re definitely the bad guys! Right? Perhaps we are fighting corruption or abuse? No, there are suggestions that rich people want guide dogs because they are trained to poo on command. You are sent to hack and steal from various addiction, wildlife and support charities. We’re definitely the bad guys.
Happy Little Dalek-like Creature
In The Happy Little Virus you control a small Dalek like creature in a 2.5D shooter and you have to run through circuit boards, which are effectively corridors. You gradually collect weapon power-ups through the course of the game and your progress saves after each level.
The early levels are just corridor shooters and lack a zing about them to draw you in, but if you persist the game does develop a bit. You are presented with wider levels, giving you choice about how to tackle opponents. Enemies (the good guys) are similar Dalek shaped creatures but represent anti-virus software and sometimes can reproduce in hubs on some levels.
You (as the virus) can take over these hubs and replicate yourself a few times. This gives you a form of extra life in some of the more challenging levels. Levels also develop a variety of additional features. You can regain health from circuit board resistors and there are firewalls, which act as little laser gates that can be activated on and off sometimes. If you are smart you can use these to your advantage making some of the faster anti-virus Daleks career into them as you sidestep like a matador.
Sound & Visuals
The music and sound effects are not up to much, it’s there, but pretty rote and unobtrusive. The colours however are vibrant and look good, with bright greens making borders and circuit connections and some levels using luminescent lighting to provide a different type of challenge than just more enemies. The gameplay curves nicely in difficulty although the final level is something of a chaotic overwhelming challenge.
There are a variety of different weapons on offer through the game and they are quite inventive, you don’t just shoot things, although of course in a robot shooter, you do have a laser. You can blow a blast on a diffuser that shatters opponents – only at point blank range mind you, you can blow bubbles that capture enemies and bounce them off into space and off the board and you can gather up the shattered bodies of your enemies into a debris whirlwind and fire them at your enemies.
The more enemies you face, the more cluttered your narrow play area and corridors become with these shattered bits of anti-virus robot. This can be a help to you as it slows down the advance of your enemies allowing you to retreat a little and gather yourself; but it can also hinder you by rendering your long range laser redundant with too much debris in the way to hit the intended ‘good guy’.
The weapons then work best at a variety of distances and best against certain types of enemy. This all means you need to become pretty good at switching between weapon types and picking attack and retreat as weapons cool down. all-in-all it’s a pretty good fire system and definitely the strength of The Happy Little Virus.
If the combat is well constructed the level design and gameflow is less impressive. Although the difficulty is well planned and scaled, the essence of the game does not change very much and this makes play somewhat repetitive and slightly irritating. On top of this the constant messaging is just odd and awkward.
There are about 25 levels in all and they are grouped into rough themes, culminating in destroying and stealing from organised religion. It doesn’t feel like there is a narrative, rather that you are being subjected to the developers prejudices. If you can ignore this, it will take you about five hours to complete Dalek Training school.
The Happy Little Virus is a reasonable FPS puzzle game and is available on Steam. It has some good design in weapons and a reasonably well planned difficulty curve, but the messaging falls flat and the game is a bit repetitive and lacking fun after a short while; kind of in the way that Candy Crush is a challenge but isn’t actually fun.
The Happy Little Virus provides the sort of frustrating challenge that trying to bounce a tennis ball on the edge of the racket does, you want to go again because you know you can do better, but you also know the experience and result isn’t going to be much different and when you finish you probably won’t ever do it again, unless you’re a bad guy and then nothing you do makes sense.
Riot: If one peasant like you can’t do anything, perhaps a hundred peasants can
Me: Hey! Who you calling a peasant?
These are the first lines in the Readme.txt that accompanies the download of Riot from Itch.io. I don’t think I’ve ever been abused so early on in a game. Riot was made during the Brackeys Game Jame 2021, and received a fair amount of praise upon submission. This off-hand, jaunty attitude runs all the way through Riot. It opens with a pirate sea shanty and a bunch of faceless characters being hurled by trebuchets (a catapult to you non-historians) into the wall of a fort and exploding.
I’m not sure why these little fellas explode but there we are. It’s slightly comedic and sends the message….we’re here to have fun. I haven’t seen that many medieval games in 2021, and I would be hard pushed to list the best medieval games for PC. But I’m thinking I’d probably include Riot.
Reverse Tower Defence
Riot is a sort of reverse Tower Defence or a simplistic reduction of an early Total War game, where you play as the attackers and you get given hundreds of them to throw into the breach. You must begin a short distance from the settlement, you are always attacking a small circular settlement, which will be increasingly well defended; towers, turrets and double walls all making more frequent and dense appearances as each level passes.
You choose a spot to attack from and press the left mouse to begin deploying your men. They appear and immediately and lemming-like, charge at the nearest building to begin attacking it (which seems to mean clubbing it with their fists). You end up with a long line of synchronised running guys all heading for the palisade.
The goal of each level is to break into the fortified medieval style village and storm the ‘Town Hall’ at the centre, although it looks little more than a barn. In compensation for the increasing fortification of each level you are afforded an increasingly large mob of peasants to deploy, an ability to place trebuchets and eventually the addition of ‘bombers’.
The medieval trebuchet will only engage action if some of your men are attacking a structure and then it will fling a single fella through the air to land on top of the building roughly every five seconds or so. The unfortunate volunteer seems to like it as the little flung men ‘wheee’ with excitement, they land however, with the visible splat of a pancake and motionlessly slide off the structure like Wylie Coyote hitting a rock wall. The bombers on the other hand appear to be flaming mummies that run straight to the nearest building and explode like some sort of bandaged, possessed suicide bomber.
There is an element of managing your resources to Riot as the trebuchet costs 15 peasants to place, but does not seem to deplete your reserves with the men it flings (there’s an exploit here) and the bombers costs 5 peasants. The only other strategic element is where you choose to drop your mob, because this matters. We’re not talking Terra Invicta level of strategy here, of course.
The little fellas are programmed to charge at and attack the nearest eligible structure and when they destroy it they charge the next nearest one from there. So where you place and launch attacks from matters.
This all sound wonderful fun and it is, but…
Whilst classes of men might differ the overly simplistic AI your peasant mob is endowed with is does not. For example, having breached a wall they do not head for the next wall or the tower blocking the way to the town hall…no they just start to attack the next segment of wall, because it is the next nearest eligible structure. All the while the towers defending the cities are bombarding your idiot crew. Even if you reserve men and dispatch them later when a gaping breach in the wall has been made in front of you they will still head off at a 50° angle and attack a pointless barn off to the right.
You will shift around the gap trying to find the sweet spot to stop them running that way and then all of a sudden the men you lay start running off at a 50°angle to the left now.
Best Medieval Game 2021 Nominee: Riot
The Trebuchet’s just follow suit and so do the bombers. It is frustrating and there are few more annoying things in a game than controls which result in an action you did not input or want and there being little you can do about it.
This does promote a disengagement with the game in the latter third, which is a shame, because I began by thinking this was reasonably fun.
Riot offers 12 levels of increasing difficulty and can be completed in an about two hours. There are not many decisions to make or much variation in play; make a choice of where to start, release the mob, watch for results, move and repeat. Simply calling Riot a medieval game is doing it an injustice. I mean, I did compare it to Total War not long ago.
With improvements Riot might become something more interesting, it has character, charm and appeal. I do love the menu soundtrack, but overall Riot is a nice idea that starts well and does not really develop.
Somewhat spoiled by poor AI, Riot still has enough about it to make a decent, lunchtime distraction; a surprisingly relaxing and unstressful one for a game named Riot.
If there’s anything of a new hotness in the gaming world, it’s definitely roguelikes. Crawling out from under the towering presence of open world survival titans like Minecraft, RUST, and ARK as well as the battle royale scene with Fortnite and Apex Legends, Roguelikes have been slowly rising to the top over the past few years.
Passtech Games’ first debut into the genre comes out of the gates fast and hard, and became a smashing success out of Early Access. Curse of the Dead Gods features creative and exciting mechanics that make it stand out among the crowd, as well as a striking art style reminiscent of Mike Mignola (of Hellboy fame).
Curse of the Dead Gods starts you off with a simple premise: You’re an adventurer trapped in the ruins of a Chatac temple, heavily inspired by Mayan and Aztec culture. You get a machete and a pistol and you’re off to find the way out.
Or are you?
Cursed To A Miserable Fate
Well, it turns out you’re cursed to roam this labyrinth of never-ending traps and enemies forever. As you go deeper, you become more corrupted and the game steps up the difficulty. Eventually, you may find yourself face to face with a champion of the Dead Gods. If you survive….well, you’re back at the start of the temple.
“Why are you cursed?” you ask, sitting on the edge of your seat.
Well….I dunno? The game unfortunately lacks a strong story behind the amazing gameplay. There are some tidbits of lore tucked away behind unlocks by defeating enemies, but there are no cutscenes or dialogue about who you are and where you are. It all requires a bit of digging, which to me felt like a letdown.
Now, that’s not to say that all roguelikes need stories with them. A good setting is all you need to play Risk of Rain 2, or a creative deckbuilding component to get lost in Slay the Spire. But for a game with such striking visuals and a rich setting with plenty to draw from, the game falls a little flat for me.
The combat is where Curse of the Dead Gods really shines.
Curse Of The Dead Gods vs Hades
Those who craved more difficult combat from Hades or more thoughtful dodges like in Dead Cells will be right at home here. You start with five points of stamina, which is used by dodging, combo finishers, and some two handed weapons. You can regain stamina by waiting, but that makes you a sitting duck. Instead, you need to weave your attacks with your dodges, and stay safe. If you manage to perform a good parry, you’ll even regain some stamina to keep the flow of combat (as well as feel really rewarded when you land a sorely-needed parry).
On top of that, the game offers a ton of weapons and weapon combinations, with 11 total weapon types to choose from, and each type offering 8 unique weapons within them. That’s a LOT of variety, more than you usually get from your average roguelike.
Now that you’ve got the rhythm down, you’re able to fly through some of these levels, and I mean fly. Maybe I’m just too into roguelikes, but I found most levels being really short, and combat not being enough. Maybe there wasn’t enough enemies that spawned, or maybe they were just not that difficult in the first place, but I often breezed through most of the first 5-7 rooms. Maybe I’m just too used to the infinite spawning hell of Risk of Rain 2 or the constant fear as I turn up the heat in Hades, but I breezed through more rooms than I’d like to.
Unique Light System
One of the unique mechanics added to the game is the light system. Simply put, you got a torch and you gotta use it! Having your torch out lets you see traps ahead of you, spot enemies and loot, and overall make your life easier. The downside is that your torch takes up your main weapon, so you have to offset higher damage for vision. On top of that, if you get hit by an enemy or a trap while it’s dark, you’ll take more damage.
There are some sconces and whatnot that you can light in some chambers so you can see better, but in my experience they always seem to be extinguished by an enemy as soon as I light it. Instead, I opt to just light one of the baddies on fire (a totally valid strategy) and use them as a natural source of light.
You’ve cleared this floor and you’re ready for the next one. You approach the door, pick your path, and BOOM! You gain some corruption. What’s that? Well, if you fill up the little purple bar in the bottom right, you get a curse. Curses can be wildly different, I’ve had some easy ones that make almost no impact in my run, versus some that made me regret every choice I made so far. It helps keep the game fresh without going overboard. You can also get corruption at any shop you visit, since the game allows you to purchase new relics and weapons with either gold or blood.
Curse Of The Dark Visuals
Now that we’ve talked about most of the core mechanics, let’s talk about the visuals.
Curse of the Dead Gods is a beautiful game, hidden under a very dark world. The art style is grim and beautiful, very reminiscent of Hellboy and The Walking Dead (not the show, the graphic novel).
The floors you run through as you traverse one of the three temples offered (with a fourth coming later this year) are unique and each one stands out from the others. The enemies are unique and interesting, as well as the bosses that await you at the end. Some sections of the game I have felt were too dark, even with my trusty torch in hand.
The few cutscenes the game offers are very well done, with the intro cinematic simple yet powerful. Even the brief scene when you receive a new curse is beautifully animated and iconic. I do wish there were more, to better explain the world or the dead gods we’re fighting against, but maybe that will come in a future update.
Scratch Your Roguelike Itch
At the end of the day, I’m a sucker for roguelikes. Curse of the Dead Gods scratches all of my itches, with unique mechanics presented in an interesting world. However, I do have a couple (minor) issues with the game.
As I stated, the gameplay has a steep learning curve, but plateaus fairly quickly for me. Maybe I didn’t play enough, but by the third temple I was breezing through most floors with little to no issues.
I have no issue picking up a new game, flying through the tutorial and learning the game. But there are just so many mechanics I have to keep in mind while playing the game, that it slowly becomes decision paralysis.
Do I run and dodge to find a place to light this room and fight? Or do I risk it and hope I don’t get hit more than a few times?
Is this weapon really worth that much corruption? Would I be better off with what I have right now?
Do I dodge? Do I parry? Do I need a new weapon for this next floor? Do I want to get a relic? WhichstatdoIincreasenext? WhichcurrencydoIneedtounlockthenextweaponorbuff?
There are a lot of things to ponder about in this game, which I worry will be a turnoff for those who aren’t prepared for it. Especially those coming off the heels of Hades, another similar title with far less decisions to make that actually impact the game.
Curse Of The Dead Gods Review Summary
Would I recommend it? Absolutely, but with a caveat.
For those who are not as invested in roguelikes as I am, I would watch our gameplay footage first to see if it’s something you’re willing to play.
If you like roguelikes, or want a unique and moody atmosphere for a game, by all means pick up Curse of the Dead Gods today.