Thoughts: Day Of The Tentacle Remastered

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So-called “Remastered” editions of classic games have been very much the in thing for the last few years, this being a relatively low-effort way to get money for old rope. That the remasters often turn out to somehow be worse than the originals, either through technical issues (Age Of Empires 2, Homeworld) or because they completely miss the point of what made the original games great (the Monkey Island remasters) hasn’t at all dissuaded developers from their efforts to tap directly into gamers’ nostalgia glands, and so now it is Day Of The Tentacle’s turn to be disinterred, spruced up a little bit and rudely thrust back into the limelight.

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Thoughts: The Steam Link

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Yes, I own one. No, it’s not very good.

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Thoughts: Grim Dawn

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Grim Dawn is an indie ARPG that’s fresh off the Early Access train. I had… well, I’m not exactly going to call them high hopes, but at least a reasonable expectation that Grim Dawn wouldn’t suck, as developers Crate Entertainment were formed from the remnants of Titan Quest developer Iron Lore1, and Titan Quest is pretty well regarded as far as ARPGs go. As usual with ARPGs I roped in my usual co-op partner Kenti to play through the campaign with me. The good news is that we had absolutely no problems with the netcode; after a year in Early Access Grim Dawn’s co-op is solid as a rock. The bad news is, unfortunately, everything else.

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  1. Also responsible for Dawn of War: Soulstorm. But we don’t talk about that.
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Thoughts: Devil Daggers

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AKA Circle-Strafe Simulator 2016.

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Thoughts: Plague Inc: Evolved

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If you’ve been on the internet for a little while you might remember semi-ancient Flash game Pandemic, which was released onto the world wide web nearly a decade ago now. It was a game where you controlled a virus with the aim of infecting (and eventually killing) the entire world’s population through evolving a plethora of nasty symptoms and transmission abilities. Pandemic was a minor sensation at the time, consuming a couple of afternoons that I really should have spent working on my Ph.D and giving rise to the now-decomposing Madagascar/”SHUT. DOWN. EVERYTHING” memes. It was popular enough that I am not particularly surprised that someone has tried to make a proper game out of it, for that is what Plague Inc: Evolved is. I am surprised, however, that so little has changed between the Flash version and this paid-for product, because when you get right down it they are exactly the same goddamn game.

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Thoughts: The Witness

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Usually I divide my puzzlers into distinct categories. On the one hand you have your SpaceChems and your Infinifactories; these are games that present you with a set of tools and then leave you to figure out what you have to do in order to hit the target output. On another, you have the Talos Principle. If Infinifactory was a question of “What?”, then The Talos Principle is a question of “What else?” in that you have a set of items that have known uses, but solving each puzzle is usually a matter of making a mental leap and coming up with a new, outside-the-box way of combining those items to reach the goal.

Now, though, we have The Witness. It is the first puzzler I have played in a long, long time that didn’t fall into either of the above broad categories. Instead, The Witness is in one all of its own; a category aptly labelled “What the fuck?”

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A Note On Firewatch

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Something “funny” that just happened: I got 1,200 words into writing a review of Firewatch before realising that it is Campo Santo’s first game and that they didn’t make 2013 house-exploration simulator Gone Home first. This is annoying for two reasons: first, I just wasted like forty-five minutes writing a bunch of words I can’t use; and second, I don’t think I can review Firewatch now. Not fairly, anyway, since while I was playing it my reactions were being shaped by certain things Gone Home did and didn’t do, and I don’t think I would have treated it the same way if I’d known it was an independent product rather than a followup. Long story short, Firewatch relies on two strengths: its looks, which are unfailingly pretty if a little technically limited; and its story. I thought I knew the bounds of where the game would go with that story based on Gone Home; instead I was very badly mistaken and anything could have been possible, and I think that element of uncertainty would have materially changed my impression of the game. Unfortunately without access to some sort of mind-wiping device I can’t go back and re-experience Firewatch’s story for the first time, so I think a fair review is now out of the question.

Instead, let me give you a one-paragraph opinion: Firewatch is an at-times maddeningly basic game with good writing that touches distressingly on the messy fact that real life is complicated and that unpleasant things can happen to the best of people for no good reason. Most games (and most media, for that matter) refuse to acknowledge this at all, and it’s refreshing to play something that tells a real, human story; Firewatch is valuable because it’s one of a very small minority of games that takes the time to do this in an intelligent and sensitive way rather than falling back on tired old tropes and relying on more fantastical elements of the setting to carry the player’s interest through to the end. It’s only three hours long — and that’s padded out by having you backtrack across the map several times — but it’s definitely a worthwhile experience nonetheless.

(I still think Gone Home did it better, though.)

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