Exo One - title

Continuing to go through my back-log of shorter games that I've bought in bulk on sales, I spent a couple nights going through an indie game called Exo One. Exo One is a sci-fi ... um ... adventure game? Puzzle game? Platformer? Infinite runner? I'm really not sure how to classify this game ludically. Exo One feels like somebody thought "let's adapt the last 10 minutes of 2001: A Space Odyssey into a game" So it's part 2001, with a little bit of Contact thrown in for good measure, and plays similarly to Journey (but without any of the multiplayer aspects that made Journey such a beloved insta-classic). Basically, it's a game about going somewhere, but without really knowing where that "somewhere" is supposed to be. As such, it's the journey that matters; not the destination.

The basic plot, as I understood it (because it's a bit trippy and difficult to follow), is that an alien civilization transmitted data to Earth containing plans on how to build an exotic interstellar space craft (hence, the Contact reference). When a crew of astronauts travel to Jupiter to test the spacecraft, there is some kind of accident or unexplained phenomena that causes one of the astronauts to become lost in space. We play as that astronaut trying to return home -- well, actually, it's a little bit more complicated than that, but what's actually happening falls into spoiler territory, so I'll just leave it at that for now.

The spacecraft itself is a metallic, shapeshifting ball that can transform into a discus-shaped glider. It is equipped with a "gravity drive" that allows it to temporarily multiply the the force of gravity that is applied to it. As such, the core gameplay loop consists of rolling this ball across alien landscapes, using the gravity drive to pick up speed whenever you are falling or rolling downhill, and then jumping and transforming into the discus glider in order to reach higher elevation or travel long distances.

What if the climax of 2001: A Space Odyssey were a game?

Yeah, it's a weird one...

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The Twilight Zone VR - title

I like the original The Twilight Zone TV show. I wouldn't call myself a huge mega fan or anything, but it's easily my second favorite show from the 60's. Heck, The Twilight Zone might even hold up better than the majority of original Star Trek episodes, and the show is probably more progressive too. For one thing, it isn't loaded with as much of the casual sexism and fetishization of women that keeps popping up in Star Trek.

In any case, the PSVR2 release of a Twilight Zone game kind of came out of nowhere. I saw a preview of it on my Google news feed on my phone the day before the game went on sale on PSN. Heck, the PSN didn't even have it listed as "coming soon". It didn't even show up in the store until it was released, and I immediately jumped on it and bought it.

The game is a small anthology of 3 short, original Twilight Zone stories with some contemporary themes. I was glad to see the game divided up into multiple chapters, and for these chapters to apparently be playable in any order (even though I opted to play them in order anyway). The Twilight Zone really works better as short stories like this, as the premises and twists rarely (if ever) hold up for longer stories. In fact, trying to pad some of its stories into an hour runtime or longer was one of the biggest problems with CBS and Jordan Peele's recent reboot.

You are about to enter The Twilight Zone.

As a tiny nitpick, I will say that I don't understand why Pocket Money chose to use the term "chapters" instead of "episodes"? The use of the word "chapter" implies a small section of a larger story, with that small section not being a story in itself; while the word "episode" would imply self-contained stories that may relate to or follow one another, but which have their own beginning, middle, and end that does not necessarily depend on the other episodes. Yes, all 3 chapters do refer to one another, and seem to take place in the same continuity, and one of them kind of acts as a prequel to another. Regardless of those connections, each chapter is a completely independent, self-contained story that does not at all rely on the events of the other chapters in order to understand what is happening. You can play these chapters in any order, or play any one of them without playing the others, and it wouldn't make any difference to the perception or interpretation of the stories. And in fact, the game is perfectly willing to let the player play them in any order.

Each of this game's chapters takes about 30 minutes to an hour to play, and the whole game should be playable in 2 hours (give or take). Any of the chapters may take longer depending on how many times you might have to repeat some of its more tedious stealth or shooting sections. So these little VR stories hit the sweet spot in terms of length, and they don't over-complicate their gameplay such that it distracts from the story being told. In terms of story-telling, Pocket Money Games puts up a really solid product here. The actual game, however, is a lot less solid.

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ADR1FT - title

While I was searching the PlayStation Store for some VR games to play on my PSVR2 headset (and on a PS4 VR headset that a friend let me borrow, since the PSVR2 headset isn't backwards-compatible), I stumbled upon an old sci-fi game that had apparently slipped under my radar when it released back in 2016. That game is a near-future space disaster game called ADR1FT. Unfortunately, this particular game doesn't have PSVR support, even though it apparently does have PC VR support, but it looked pretty and intriguing, so I bought it anyway.

Space station by Michael Bay and Roland Emmerich

In ADR1FT, the player plays as an astronaut who is a survivor of a catastrophic disaster aboard an orbital space station. The entire station has broken apart, and even the sections that are still intact are without power or life support. It is up to the player to explore the debris, look for any other survivors, and restore enough power and computer functionality to escape back to Earth in an Emergency Escape Vehicle (EEV). Personally, I think it's silly that an Emergency Escape Vehicle would be rendered useless in the event of an emergency that disables power and computer functionality. Kind of defeats the purpose of such a vehicle. One would think that such a vehicle would have an independent power supply and computer, and some way of detaching or ejecting the vehicle without the station being powered -- like, I don't know, some kind of explosive decompression of the clamps that attach the escape vehicle to the station, which works based on simple physics, rather than requiring power or computers.

But whatever, suspension of disbelief. I have to restore power to the main computer to get the escape pods to work. Fine. I can live with that contrivance.

The space station debris hovering over the Earth is a striking visual.

The space catastrophe itself is loaded with striking visual details. From the vistas of the Earth spinning below, to the fields of debris suspended in space, to water bubbles floating around certain chambers, ADR1FT really sells the look and feel of being trapped on a near-future destroyed space station. This includes the feeling of isolation, loneliness, and hopelessness of being trapped in space. In fact, it might be too good at selling this aesthetic, because it does so to the point of occasional frustration.

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Deliver Us The Moon - title

It's really nice to be seeing more pure science fiction games. Not sci-fi action games like Mass Effect or sci-fi horror games like Prey, in which the sci-fi is just incidental set dressing. But actual science fiction games that explore the human condition as it relates to our advancing technology and understanding of the universe. Games like Outer Wilds, Tacoma, Silicon Dreams, Event [0], and others have been a nice distraction from shooting endless hordes of zombies, demons, and robots.

This is especially true considering that most sci-fi movies and TV shows are more action-heavy and less cerebral. While a movie like Arrival or The Martian comes around every few years and totally blows me away, the days of movies like 2001: A Space Odyssey and Close Encounters of the Third Kind are long gone. Even my beloved Star Trek is trying too hard to look and feel like Star Wars, instead of embracing the low-budget stories and techno-babble that helped make The Next Generation so beloved.

Well, the indie gaming sphere has been pumping out new sci-fi games pretty reliably over the past few years. But they can't all be gems like Outer Wilds. Most are pretty mediocre. Deliver Us The Moon has the potential to be a real gem, but it is held back by poor technical performance (on the PS5) and a final chapter that dragged on and had me more frustrated than contemplative.

The basic concept is that, in the coming decades, humans discover a new isotope of helium on the moon. This isotope is a potent energy source that is mined and processed on the moon, and beamed back to the Earth to supply almost all of humanity's energy needs. However, after years of successful operation (and after humans on Earth have become dependent on the cheap, abundant moon power), the moon colony suddenly shuts down with no word or warning as to why. After years of silence and darkness, our playable character is launched to the moon to figure out why the energy stopped flowing, and to hopefully turn it back on.

In space, no one can hear the game crash

Right off the bat, I was annoyed by the camera controls. Within 10 minutes or so of starting Deliver Us The Moon, I had to go into the settings to increase the camera's sensitivity on the X-axis. Even after doing this, rotating the camera still felt sluggish. I'm not sure how much of this is deliberate. An astronaut in a space suit should feel a bit clunky to move around. But movement and camera panning are different things, and I don't know if clunky movement for an astronaut should translate to sluggish movement by the camera. This wasn't helped by the fact that quickly panning the camera often caused the framerate to stutter (which may also have been a reason for the slow default camera speed).

Earth will be largely without electricity unless we can restore the moon colony.

I was surprised and disappointed by how poorly Deliver Us The Moon performs on the PS5, especially considering that it's a pretty small game that mostly takes place in the confines of a small moon base. It's not like it's rendering a massive open world, or computing enemy pathfinding, or combat A.I., or supporting dozens of players in multiplayer. Yet the framerate is constantly dropping while just walking around the station.

In one case, I walked around a desk to check if the computer had any open emails that I could read, the game just crashed completely. It autosaves frequently, so I only lost a minute or 2 of progress. But still, why does such a simple little game have such horrendous performance problems on a "next-gen" console? I don't know if the PC or XBox versions are this bad, but regardless of which platform you play on, be prepared for crashed, freezes, and framerate drops.

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Silicon Dreams - title

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.

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A gamer's thoughts

Welcome to Mega Bears Fan's blog, and thanks for visiting! This blog is mostly dedicated to game reviews, strategies, and analysis of my favorite games. I also talk about my other interests, like football, science and technology, movies, and so on. Feel free to read more about the blog.

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