When Infinite was first announced, I (and many others) had assumed that it would just be an official release of the New Horizons total conversion mod for Stellaris. That mod was huge, offering tons of factions and covering the entire breadth of Star Trek canon from the Original Series all the way through Discovery (and even some Kelvin-verse-inspired content). Unfortunately, that ended up not being the case, and Star Trek: Infinite proves to be a major downgrade from New Horizons.
The "New Horizons" mod for Stellaris included all eras of Star Trek.
Despite its title, Star Trek: Infinite is surprisingly scaled back in scope. It only includes the Alpha and Beta Quadrants, and only 4 playable factions: the Federation, Klingons, Romulans, and Cardassians. I understand not including factions like the Dominion and Borg as playable factions. They actually make more sense as a form of "final boss" that invades the Alpha or Beta Quadrants to provide a late-game challenge that could help make the end-game of a 4-x strategy less tedious, less easy, and more interesting. And I also understand not including smaller, "alien-of-the-week" factions like the Gorn, Tholian, or Sheliak as playable factions. Although I wish more of them would show up as NPC factions. But I really think that factions like the Ferengi Alliance and maybe even the Breen should have been included. The Federation is peaceful and diplomatic, while the other 3 factions are (broadly speaking) different flavors of militaristic. The mercantile, yet exploitative trade-based play style of the Ferengi would have been a good change of pace from the other factions.
Worse yet, however, is that Infinite doesn't cover the breadth of Star Trek history that I had hoped it would. The game begins with the Romulan attack on Khitomer, for which Worf's father was framed, and shortly after the Cardassian occupation of Bajor. And [spoiler alert!] the Borg start appearing at the fringes of Federation and Romulan space within an hour or 2 of starting a new game. It takes place entirely within the scope of The Next Generation, and does not contain any content from Enterprise, The Original Series, or the "lost era" between The Undiscovered Country and Next Generation.
Star Trek: Infinite is limited in scope,
taking place entirely within TNG era, and having only 4 playable factions.
Unfortunately, Paradox killed support for this game prematurely, and it will not be seeing any additional updates or DLC. Initially, I had expected to see a lot of DLC that would fill in the gaps, because Paradox has always been known for the ridiculous amount of DLC that they always sell for their games. I expected to see DLC packs that would push the start of the game back to the 22nd or 23rd centuries and include Enterprise, Original Series, and "Lost Era" ships and storylines. I thought maybe we would see factions like the Ferengi, Gorn, Tholians, Kzinti, Xindi, Sheliak, and maybe even the Vulcans and Andorians show up as playable factions. And I had also anticipated expansions that might add Gamma and Delta Quadrant content, such as playable Dominion, Breen, Kazon, Vidiian, Krenim, Hirogen, and maybe even Borg factions, while also expanding the size of the galaxy.
But now, none of that is going to happen, and the only way Infinite will see any new content is if modders decide to take on these tasks. It would be cool if the "New Horizons" modders would move some (or all) of their content into Star Trek: Infinite, as it might give this game a new life, and help it live up to its true potential as an era-spanning Star Trek grand strategy game.
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Tags:Star Trek, Star Trek: Infinite, Paradox Interactive, Nimble Giant Games, Stellaris, New Horizons, Stellaris: New Horizons, mod, PC, Steam, 4x, strategy, space, anomaly, exploration, war, diplomacy, envoy, warp, Federation, Starfleet, Klingon, Romulan, Cardassian, Star Trek: the Next Generation, Star Trek: Deep Space Nine, Star Trek: Birth of the Federation
Big, fat disclaimer, right up front: I have not played Helldivers 2. I haven't played it on PS5. I haven't played it on PC. So I don't really have a horse in this race either way. But since I do have an interest in corporations trying to pull sleazy bullshit, I've been casually trying to keep up with what's been going on with Helldivers 2, and want to weigh in with my own thoughts (for whatever they're worth).
Honestly, I think that both Sony and also the PC Hellidvers 2 players come out of this looking like assholes, and I have very mixed feelings over the whole thing.
On the one hand, Sony requiring a PSN account for online play of a PC game post-launch gives off strong bait-and-switch vibes. It's especially bad considering that the game was sold in regions that do not have access to PSN. So what the heck were those players supposed to do? Sony selling the game in those regions, knowing full well that it won't be playable a few months after launch, absolutely deserves anger and a middle finger. And those players should absolutely be outraged and demand refunds. Those players are the only actors in this particular instance who are completely in the right, and deserve everyone else's un-conditional sympathy and support.
And yes, Sony knew full well that they would be changing the game post-launch to require a PSN account. It was clearly posted for months prior to the game's release. Everybody knew this was happening long before the game launched. It should not have been a surprise to anybody. And yet Steam still sold it in those regions, and all these players bought it anyway. Caveat emptor.
Helldivers 2 on Steam required a PSN account to play.
I feel that PC players should have every right to be annoyed that Sony would require a PSN account in order to play the game. If you don't own a PlayStation, then you shouldn't need a PSN account to play a PC game, especially a PC game that was fully playable without a PSN account for months after launch. This is a matter of principle.
Like, if I were to have a stroke and suddenly start thinking that Elder Scrolls VI might actually be good at launch, and I decide to buy it on the PS5 (or PS6 or PS7 or whatever the hell generation of console it may eventually release on), then I would be annoyed if Microsoft asked me to create a new XBox account in order to play a game on my PlayStation. I wouldn't want to do it, and if I can get away without having to do it, without significantly damaging the gameplay experience, then I won't do it. But if it's required, then I'll bite the bullet and create the bloody XBox account. After all, it's Microsoft's game, and they have every right to require an account as a condition for releasing the game on a PlayStation console to begin with. And it's not like they're asking me to pay for the account, or to install some stupid launcher or DRM that is going to run in the background and spy on me or grind my system's performance to a halt.
So yeah, I sympathize with the PC players of Helldivers 2. But jeez, does this minor inconvenience really warrant the scorched Earth approach that PC players took? They boycotted the game, asked for refunds, and review-bombed it on Steam. If all this protest were being done in solidarity with the aforementioned people who bought the game in places where Sony does not provide PSN access, that would be one thing. But so much of what I see looks like angry PC players who just don't want to have to sign up for a PSN account. This, despite the fact that many other PC games on Steam require 3rd-party accounts in order to play, whether it's a Microsoft account, an EA Origin account, Ubisoft account, 2K account, and so forth. Almost every publisher has their own account that they want gamers to use when playing their games. Granted, very few games require such an account in order to play, but they almost all have them. I'm pretty sure I needed to create an Ubisoft account to play the awful Skull and Bones demo.
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Tags:Axis Football, Axis Football 2024, Axis Games, indie gaming, PC, Steam, football, franchise, playbook, blocking, zone coverage, Las Vegas
Amnesia: The Dark Descent almost single-handedly popularized the "hide and seek" and "run away" sub-genres of horror that would go on to influence everything from Outlast to >Observer_, and even the likes of P.T. and Visage (though I'm always surprised to remind myself that Silent Hill: Shattered Memories actually preceded Amnesia by a whole year). Amnesia also remained one of the more mechanically complex horror games, as more and more horror games leaned harder and harder into the paradigm of the "unarmed, defenseless player character" and erred closer and closer to walking sims. But even though Amnesia retained more mechanical complexity and more genuine threat than its contemporaries, it (and its sequels) never hit the level of complexity and action of a classic survival horror game.
Survival horror seems to be going through a renaissance of late, thanks in large part to Capcom hitting it out of the park with most of recent Resident Evil games. As such, Frictional Games wastes no time in telling the player that Amnesia: The Bunker ain't no walking sim. This is a return to old-school survival horror, but with modern conventions and twists. I have not been this impressed or excited by the opening hour of a survival horror game since booting up Resident Evil VII for the first time.
Death from German machine guns? Or death from an eldritch Beast? Take your pick.
Bullets and draw strings
Within the opening minutes of Amnesia: The Bunker, the player is dropped into a World War I trench with nothing but an empty revolver. There's no HUD at all. In order to check how many bullets you have in the revolver, you have to open the cylinder and look at how many bullets are left. To reload, you have to open the cylinder, drop out the empty shell casings, and manually reload each new bullet one at a time. Aiming and firing the gun is slow, clunky, and imprecise. There is also an ability to lean around corners and aim the gun.
After a short gun fighting tutorial in which the player is scripted to take damage, the game hands us some cloth with which to craft bandages. So the player has actual health, instead of just automatically healing over time, or losing sanity.
Then the game gives the player a flashlight. But unlike other contemporary horror games (or The Dark Descent), this flashlight doesn't run on batteries or oil. It has a simple friction motor that is recharged by repeatedly pulling a drawstring. Apparently, nothing in this game is going to be simple or effort-free. I do have to say though, that I wish the flashlight charge would last longer. Fumbling around in the dark to charge the flashlight (and risk making noise that could attract an enemy) is a wonderfully tense and anxiety-inducing mechanic, but having to do it every minute or 2 (whether there are threats present or not) gets tedious and annoying real quick. The fact that the light has to be recharged multiple times to explore a single moderately-sized room at a modestly brisk pace should have been a red flag that the light doesn't last long enough.
The flashlight and revolver require deliberate engagement from the player to use.
And then, if this weren't already feeling like a real survival horror game, within an hour of starting, you'll wander into a save room, complete with an item storage box and a map showing objectives and puzzle locations. One could easily mistake this for Resident Evil. Below the save room is a gasoline generator, which burns fuel to keep the bunker's electricity and lights running. But the supply of oil is limited, and spread throughout the bunker. And a warning sign is printed next to it, saying that the "beast" prefers to hunt in the dark. Keeping this generator running is one of the key mechanics of the game, since it (not your flashlight) is the primary source of light, and also the primary defense against the Beast.
This opening hour or 2 is so perfectly exactly what I want in a horror game! It is slow, tense, and methodical. I'm 2 hours in, and I haven't even seen the monster yet; I've only heard its threatening growls and the sound of it scuttling around within the walls and ceiling, seemingly ready to pounce at any moment. The game is already mechanically rich and varied, and full of risk / reward mechanics. Light and sound are both thematic effects and also full-fledged mechanics with strategy associated with them. It has an ever-present sense of dread and danger. The existence of the save room and item box suggests actual stakes for failure, and the presence of healing items and fuel suggest that the battle against this Beast will be one of attrition. It's looking to be a modern take on classic survival horror from one of the studios that innovated modern horror gaming.
Can I just give it an A+ already and start singing its praises on social media and YouTube? Well, let's actually play it and make sure. You know, just for shits and giggles. I mean, I haven't even seen the monster yet, so I should probably get at least that before I make up my mind, right?
The opening hours feel like pitch-perfect, classic survival horror.
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1bdf3baf-4cce-48f8-bf09-155341cd0428|12|3.5
Tags:Amnesia: The Bunker, amnesia, Frictional Games, survival horror, horror, PS4, Steam, World War I, trench warfare, save room, revolver, flashlight, stopwatch, puzzle
It is going to be impossible to ignore the comparisons between Silicon Dreams and Papers, Please. This game was basically pitched to me as "Papers, Please but sci-fi". I loved Papers, Please, and I love sci-fi, so I bought it. As is typical for indie games, it sat in my Steam backlog for well over a year until the post-holidays release draught gave me a chance to dive into that backlog.
Basically, the player of Silicon Dreams plays as an android working as quality assurance for a monopolistic android-manufacturing conglomerate. You interview damaged or defective androids in order to determine if they need repairs, or if they can be returned to their owners, or if they are so badly damaged that they need to be "decommissioned" entirely. However, these are sentient androids, with feelings. Even repairs require wiping the android's memory, which destroys any personality they have developed and erases everything they've learned. Further, the corporation also has its own expectations and public relations that the player must consider. In some cases, the corporation pre-determines what they want you to do with the android in question and expect you to rubber stamp what is, effectively, an execution.
Your corporate overlords have expectations for your performance.
As the cases go on, they become more complicated and enter into moral and ethical grey areas. The game brings up compelling questions regarding A.I. ethics. Are the androids truly sentient? Or are they merely simulating sentience? Where is the line between an "appliance" and a "slave"? What is the responsibility of the corporation and of broader society towards these androids? Are you complicit in the company's mis-treatment of androids merely by working for them, even if you try to walk the tightrope of following your conscience whenever possible, while also keeping a low profile? And so forth.
Electric sheep
The interview process is mostly straight forward. There's a wheel of topics, and each topic has one or more questions. However, the android may not be willing to answer all of your questions. Each android has a set of emotions as well as a trust level with the player. The android will only give answers to certain questions if they're in the proper emotional state or if they trust the player enough to give an answer to a sensitive or incriminating question.
The player has to manipulate the
subject's emotions and trust levels.
You have to manipulate the subject's emotions, but these emotions change and degrade with each new line of dialogue. You have a set of generic questions related to each of the subject's emotions, and also one about trust. But you can only ask each of these once. If you run out of questions to ask about a particular topic that triggers an emotional reaction, then you can potentially become locked out of getting answers to other questions that are locked behind certain emotion thresholds.
As such, you have to be very careful and thoughtful about which questions you ask, and in what order. You have to kind of probe into each topic to find out if the subject is going to clam up, so that you can change topics to try to manipulate them into opening up. In some cases, you may have to scare a subject into a confession. If you use up your threats early, before you how to get that confession, then the intervening topics may defuse the subject's emotional state to the point that it is impossible to get them afraid enough to make the confession. [More]
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Tags:Silicon Dreams, Clockwork Bird, indie gaming, Steam, PC, science fiction, android, rights, civil rights, interrogation, quality assurance, morality, ethics, corporate dystopia, bureaucracy, dystopia, terrorism, Papers Please
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