Steam “fine-tunes” reviews! Humble gets Jumbo, Planet Nomads prepares for launch, and we forget how to English. Then Lifeless Planet faces the CHAIRQUISITION! All this, plus your hate mail.
Colour key: Venn Jordan Pedro
- No review for you… unless Steam gets their cut.
- Which means people who get review keys from the developers or publishers also don’t count.
- I understand why Steam did this (devs handing out free keys for positive reviews) but it’s the nuclear option.
- And now they have an even bigger problem, if professional reviewers who do use the Steam Reviews, if nothing else than just to link their original write up/video, now won’t get to influence the score at all.
- All you’ll get from now on are the “ironic” joke reviews from idiots who bought the game and refunded it within the 2 hour window.
- Kickstarter people’s reviews stop counting as well
- There are better options out there, but I suppose this just means people may learn to just not pay attention to steam reviews and come to more reliable sources
- Like us
- Still planning those Wii U / Xbox 360 versions? From 2014?
- The Xbox One and PS4 versions were suppose to launch on January 15 2017.
- This latest alleged update looks like it might actually introduce some gaming elements… for once.
Guess who made this
- Dat description.
- Artifex Mundi’s engine is unmistakeable.
- But they didn’t make this one, this was developed by World-loom and going by the reviews of this one and Princess Isabella: Rise of an Heir, they’re not the best licensers of the engine.
- More point and click scavenger hunts for the weird people who are into this sort of game
- At least they do a decent job of it
- New character Deadlift.
- Revenge of the spacecow? I’ve actually read that comic
- It’s called God Hates Astronauts
- Map editor and Steam Workshop integration
- I’m curious how much map variety that will ultimately introduce.
- Custom Games browser.
- Oh! It’s out now, is it?
- $34.99 for the Steam card pack.
- F2P games don’t exactly bring out the best in people but grab some popcorn and check out the forums.
- I find it kind of interesting how in the patch notes they talk about ways they developed their little skinner box in order to make you play more.
Show me what you got
- HTH does one “find their way with sounds”
- The “click” part of “point and click”
- Looks like someone copied the psychonauts art style and made DJ Hero.
- “4K Resolution support” has me a little worried since the developer thinks that counts as a feature in 2017.
- Based on the screenshots, I don’t think 4k support is doing it any favours
- And it’s UHD, not 4K.
- Looks like it’s something in the vein of total distortion.
- Big thanks to the devs for sending us keys.
- Clara is a bad word in this house.
- An hour long walking simulator.
- Why can’t there be more network multiplayer shootemups?
- Because that module is not available in the Unity store.
- I’d think that I’d have a way better time flailing about shooting crap if there was someone else there too
- Is there anything new in the one?
- I don’t think so, but it did include a higher ratio of games I didn’t already have vs the one I did, so I ended up getting it.
- At least most of the games have linux clients. Take some small solace in that
- Neat, but I don’t really play games not available on Steam.
- Much to Stallman’s chagrin
- I played without Steam for 18 years /lawn
- *stallman vibrates knowingly*
- I’m a wee disappointed it comes in a snap package. Use flatpak at least
- If you don’t have a steam controller and want something similar to sc-controller, this is probably your thing
- Speaking of SDL2, this dev is using it but his issue isn’t with bindings as much as it is with calibration.
- Now, we’ve all had controllers or joysticks which with the age start leaning slightly to a side or another and you need to calibrate the center position properly to account for that.
- This used to not be an issue when joydev was the standard for gaming input on Linux
- Nowadays we use evdev, which treats controllers and joysticks similarly to keyboards and gerbils.
- And that means you don’t really have a calibration tool, unless you use KDE.
- I really don’t think I’ve ever been in a position when I’ve had to calibrate a controller or joystick.
- Not since USB became a thing.
- That shite was common in the gameport days.
- I remember having calibration troubles all the time with my old convertible tablet, but that was easily fixed.
- Translation: Greenlight is closing so be better hurry up and get it in Early Access.
- Where it will stay until that closes down.
- Seriously, 2+ years in development and Early Access do not dwell well in the same paragraph.
- A clone of C-Dogs, a freeware DOS game made between 1997-2001 by Ronny Wester.
- New walk animation lets the dude strut his stuff
- They’ve also fixed a bug where collectables disappear when you blow shit up
- I’m just giving this a mention because the devel pinged me on the Twitter.
- Well, that and the controls for Linux are JACKED.
- Protip: Test, yo, shite.
- The USB cassette has to be the most hipster thing ever.
- Free demo is free
- You go back and forth and back and forth and back and forth over and over forever and ever
- I guess if you’re into it…
- That was an assault on my ear pussies.
– Not sure if want
– Check it out
Game: Lifeless Planet
Devel: Stage 2 Studios
Price: 19.99 / CDN 21.99
Wazzat: While seeking life on a distant planet, an astronaut discovers an abandoned Russian town. He suspects his mission is a hoax until a mysterious young woman saves him from a strange and deadly phenomenon…
Disclosure: The Devs sent us keys
Makes with the working
- Unity scream of NOPE in a game clearly made to be played with a controlla.
- Performs like a standard Unity title farted out by the export button.
- Meaning that the FERPS jump from 30 to 60 and back again for FK and ALL reason.
- The save system is wicked unreliable.
- If you die it will restart close to where you noped and you be be facing backwards.
- If you save and exit it will drag your happy arse all the way back to the last checkpoint of its choosing.
- If you walk back over an old savepoint it FKN resets your progress.
- That should give you hint as to how on-rails this critter is but more about that in the fun section.
- The savepoint thing is super annoying. Also Unity scream
- Unity screen of nope!
Shiny / Sounds
- Welp, it looks like something developed for $17,000 plus whatever they received from their publishing deal.
- By that I mean it’s either exceptional programmer art or the byproduct of a first year art student.
- Granted it has moments of pretty but that’s just the Mad Max effect.
- You know, sand texture + sunlight =’s nothing special but kinda pretty.
- Indoor areas look like something from a HL-1 custom map.
- Sharp corners and low rent textures… everywhere.
- The sound in this game is a mixture of wind noises, random “spoooky noises” and failed attempts at mood music followed by semi-competent voice acting… and some Slayer.
- Yes, Slayer, because that is what you will pop on after 30 minutes.
- I’m not saying the shiny or sounds come off as lazy, just amature.
- Well, not including nozzles for the jet pack was lazy.
- The only reason that this gets three chairs is because I love brutalist architecture
- The spoopy fog of revealing can be used effectively at times, but it gets a wee old
- Lots of stock unity textures
- The russian narration tends to drone on a bit
- The spoopy atmospheric music is pretty effective, but can get overblown at times
- Much like venn though, I very quickly put something else on in the background
- The graphics are simple but in their simplicity they convey exactly the kind of visuals the devs were going for with no frills or much of anything else, really.
- The same goes for the sound, the background noise and faint music provide enough cues as to whether you should be running or exploring.
- The sole reason I can’t give it 4 chairs is because, in my opinion, aesthetics should serve as a compliment to the mechanics and there were points I spent a good 10 minute stretch walking around like an idiot before I figured out what I needed to do or where the way forward was.
- As effective at conveying the atmosphere as the aesthetics here are, they do a bad job of signposting the way.
- Camera can go eat a big ole floppy bag of dicks.
- Yeah, I know you can change it but the options are nope, FK off, and Really?!?
- This is especially perplexing since outside of a few mind numbingly simple puzzles the only gaming mechanic is platforming.
- Speaking of platforming, it’s hella difficult when making the same jump from the same spot can result in two completely different results.
- Ended up having to use the keyboard for the robotic arm since RT on my Xclone don’t work, son.
- This is irritating since another Linux user in the forums had the same problem AND provided a fix… that the developers promptly ignored.
- Don’t get me started on the janky object interaction.
- That can only be described as hit-or-miss.
- At the end of the day I guess the controls work if you throw some big arse air quotes around the word works.
- It’s fun to just be hopping around, and then you suddenly break your neck and die
- The camera, as mentioned, is pretty damn bad
- Kinda controls like a butt overall
- Much like Venn I too had an issue with the camera at first
- But they do give you the option to disable the automatic recentering it does by default.
- You get a Unity screen of nope if you want to rebind the keyboard keys and the default controller mappings were pretty sane, if I may say so myself.
- My biggest gripe is the inconsistency as to how your character moves.
- He’s too slow when moving around and too damn fast when you’re in the precision platforming bits.
- It gets three chairs because thankfully, those precision platforming bits are few and far between.
- Puzzle platformer on rails.
- Really, that could encapsulate my entire fun section but I will elaborate.
- Remember how tense Metro was when you were wearing the gas mask?
- Constantly swapping out air filters, wiping off rain and mud while trying to figure out what the hell was going on?
- Yeah, Lifeless Planet is the exact opposite of that.
- Oh it tries to make you think that there will be some type of mechanic built around running out of oxygen but it’s a load of crock.
- The only time you run out of oxygen is when a recharge station is immediately visible.
- So yeah, after you realize that it really is nothing more than a walking sim with platforming elements.
- Granted, some things can nope you but only if you run into them head on. Nothing will ever jump out and chase you around.
- All that said the first bit of Lifeless Planet are borderline gripping.
- Powerlines on an alien planet? Oh, you have my attention.
- Soviet Russians? Alright, I’ll bite.
- Random disease wiping everyone out? Overdone but I can roll with it.
- This is all dumped on you in the first 30 minutes or so followed by two hours of NOTHING!
- Seriously, am I supposed to be interested in chasing moon-girl who is so poorly textured and rigged that I burst out laughing?
- Because I’m not.
- Hell I even tried to entertain myself with a bit of exploring but I was only rewarded with invisible walls.
- I ended up making it to the moon-girl cliff transition when the game basically teleports you to another location without any explanation other than… it’s nighttime now.
- To which I responded by pressing Alt+F4.
- What you have here is a one hour story (I’m being generous) stretched into a 6+ hour game.
- This game starts off seeming all open ended and explorey
- It then very quickly reveals itself to be super on rails
- The setup is pretty interesting though
- Russians go through the fargate, mysterious virus wipes them out, all the while the dude exploring the place is hallucinating
- Then some spoopy chick shows up.
- And all the while, bad controls, railroady levels makes it all kind of boring
- The oxygen thing at first seemed like a thing you needed to worry about, but it just arbitrarily falls low when they want you to hurry to some place. It’s a bit dumb
- Remember my shpiels about the 2 different schools of narrative storytelling in games?
- “Tell, don’t show” – Where all the narrative is conveyed through dialog or text on screen. A good example of that is The Dwarves.
- On the other end you have “Show, don’t tell.” – Where narrative is conveyed, in my opinion, much more organically. As you explore and you see the world around you and you try to figure out why things are the way they are. The best examples of this are Half-Life 2 and Hyper Light Drifter. With the latter having no legible text on screen outside of the menus.
- Obviously, I much prefer the “Show, Don’t Tell” approach.
- And Lifeless planet almost did it!
- …Weren’t it for all the diary logs of the russian expedition and the lengthy notes your character seems to be able to type nearly flawlessly with his space mittens on.
- Still though, it does a reasonable enough job of world-building even if you were to ignore all the text bits entirely.
- And the reason it doesn’t get a mediocre score is exactly because those text bits are completely optional.
- Even with its terrible signposting of the way forward, it gives you just enough leeway to make the exploration feel organic, even though it’s plainly obvious this is about as linear a game as they come.