
When I went back to re-download and play Surviving The Aftermath, I also noticed that Surviving Mars was in my library. I guess I must've bought it a while back on sale and forgotten about it. Due to the similarities of the name, I mistakenly thought that these 2 games were developed by the same studio, so I downloaded both. I had also seen some headlines and social media posts about controversy regarding a "Re-Launched" version of Surviving Mars. I wasn't quite sure what was going on there, but I decided to give the original game a test run and see if the Re-Launched version would be something I might like to try. If Re-Launched fixed some of the complaints that I had with the original game, than maybe I would upgrade to that. Or at least, that's what naive me thought.
After playing for a day or 2, I was liking Surviving Mars, so I went to the Steam page to see how cheap the upgrade to Re-Launched is. That is when I realized what all the controversy is about.
Paradox, in it's infinitely consumer-unfriendly wisdom, decided to make Surviving Mars: Re-Launched into a completely new game; it is not an upgrade or update to the original game! Paradox is selling Re-Launched at full price, even if you already have the original game. Worse yet, Re-Launched is basically a "complete edition" of the game, with all the DLC expansions packaged in, and with a slight graphics update. The original game looks fine as is, so I don't think a graphics update was necessary. But they also de-listed the original game, and all of its DLC expansions, so that if you own the original game, you cannot buy any of the expansions!
Re-Launched is not an update to Surviving Mars; it is a separate, full-priced release on Steam.
This is a kick in the gut to anybody who bought the original version of the game. Especially if you never got around to buying the DLC, and are now completely locked out of being able to do so.
I'm sorry, but this is basically strike 3 for Paradox. I gave them plenty of chances to right their ship, but they have now completely capsized and have lost all of my good will. They bungled the premature release of Star Trek: Infinite and killed that game basically out of the gate. They then went on to do the same thing to Cities Skylines II, and then fired Colossal Order from its own series. And now there's these shenanigans with Surviving Mars. This is all on top of all the older controversy involving Paradox's greedy piecemeal DLC pricing, releasing updates to games that make old saves incompatible, and releasing games that felt generally incomplete.
I have had it with Paradox! I don't think I can buy another game from Paradox, and I am actually starting to feel guilty for playing the Paradox games that I already own. It's a shame too, because Paradox, as a publisher, sells games that are right up my alley. They specialize in strategy, management, and simulation games -- often with historic or sci-fi themes. Now I feel like I can't play any of these games, or else I'm giving money and support to a company that might very well be the sleaziest, greediest, and overall worst game publisher on the market right now. Possibly as bad or worse than the likes of Ubisoft, Activision, EA, and 2K.
I don't know, maybe Ubisoft, Activision, EA, and 2K are still far worse. I haven't been keeping up as much with news on those companies since I haven't been on social media as much, and since I actively avoid their games (other than buying used copies of EA's football games). On top of all that, Stephanie Sterling hasn't been making new Jimquisition episodes (now rebranded as "High-Steph") to tell me all about the evils of these companies and their executives. Well, except for a recent episode that reminded everyone of former Activision CEO Bobby Kotick's close association with convicted pedophile Jeffery Epstein...
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Tags:Surviving Mars, Paradox Interactive, Haemimont Games, Steam, PC, colony, city management, city simulation, strategy, science fiction, Mars, space, exploration, Surviving Mars: Re-Launched, expansion, corporate culture, DLC, SpaceX, Elon Musk

I liked Tormented Souls well enough that I was curious to see if the sequel would fix the first game's flaws. It helped that the developers put out a free demo of the game on the PSN, which I downloaded and played. It was surprisingly long, covering most of the first full level of the game.
The demo also did show signs of improvement over the first game. Enough so that I was motivated to buy the full game when it released (though it still took a few months to actually get around to playing it). If the sequel could maintain the positive aspects of the first game, while fixing or improving on the first game's flaws, then we could have a true gem of a traditional survival horror game on our hands.
Modernization at the cost of frustration
Almost immediately, I started noticing quality of life and gameplay improvements over the first game. Caroline is more mobile. She can move while aiming a weapon. Perhaps best of all, there's a quick inventory. It's mapped to the right stick, which is a bit clunky and imprecise, but it's fine. It's still better than having to go into the inventory every time I need to switch between the nail gun and a melee weapon, and vice versa.
Caroline can move with her weapon drawn.
Cool! They fixed the biggest problems with the original game: the archaic-feeling controls! Right?
Well, not so fast. While these are strict improvements over the original, they do come with a catch. To offset Caroline's new mobility, enemies are much faster, more aggressive, and tankier. The ability to move with the weapon drawn helps, especially in long hallways and the rare open spaces. I can backpedal and shoot instead of having to go through a cumbersome process of aim, shoot, turn around to run away, and turn back around to aim and shoot again. I can even strafe! This works well in the relatively wide halls of the opening convent level, but it stops being useful basically as soon as you leave the convent, at which point the game ambushes the player with multiple enemies or gives them the ability to hit you from further away.
The problem is that there's rarely -- if ever -- enough room to maneuver with this newfound mobility. The arenas are cramped and cluttered, the enemies completely block narrow paths, they have huge hit boxes, and their hit tracking makes it almost impossible to run around them. The camera angles constantly hide enemies off-screen, making it impossible for me to judge distance or know if I have a clear shot until the enemy is right up in my face, and close enough for them to get a couple cheap shots in. Regardless of whether I was using "tank" controls or analog movement, if I did try moving around during combat, I was constantly running into tables and chairs in the middle of rooms, or I was getting stuck on geometry along the periphery of combat arenas (often at the edge of the screen). The small rooms mean that camera changes are frequent. Every time the camera changed, I would lose a step because the character would turn the wrong direction or run into another obstacle.
There rarely seems to be enough room to use Caroline's newfound mobility.
On top of all this, the game seems to be stingier with supplies (at least early on). The first boss ate through all of my remaining ammo after getting through the first level. I had to finish her off with melee in her final phase. This forced me to have to burn through all my healing items as well, since she has a close-range area-of-effect ground smash attack that I wasn't able to avoid at that close range.
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fcee6977-72f8-4788-92cc-5dff2e5e5674|1|5.0
Tags:Tormented Souls, Tormented Souls 2, Dual Effect, PQube, horror, survival horror, retro, puzzle, light, dark, candle, cult, eldritch, Resident Evil, Silent Hill

Star Trek Voyager: Across the Unknown got a lot of criticism (and sometimes praise) at its release for how difficult it is. This actually caught me off-guard when I played, because I played the demo back in November or December, and I thought the demo was really easy. Boy did that demo not do justice to the challenge of the actual game!
I struggled a lot and had to restart the game multiple times, and save-scum sectors over and over again, in order to learn how best to approach the game's challenges. Without giving away any specific spoilers, I particularly struggled to get through sectors 4 and 5 without running out of Deuterium. These sectors are, in my opinion, the peak of the game's difficulty. If you can get through sectors 4 and 5, I think the rest of the game should be mostly downhill. That isn't to say that the remaining game is easy. It will still require careful and methodical play. But if you get past sectors 4 and 5 in relatively good condition, then you should have developed the infrastructure and techniques to give yourself enough buffer for sub-optimal play that the rest of the game will feel a lot less stressful.
With that in mind, I want to coalesce my experience with the game and offer some tips to help new players get through sectors 1 through 5, without having to necessarily go through all the trial-and-error that I had to go through. These tips will be specifically focused on the early game, and I'm going to try to avoid any specific spoilers, as this post is intended for people who are stuck in the early sectors of the game, or people who have not played the game yet, but are considering doing so. Also, please check out the full review.
Across The Unknown can be unforgiving and difficult.
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Tags:Star Trek, Star Trek: Voyager, Star Trek: Voyager: Across The Unknown, Steam, GameExcite, Deadalic Entertainment, U.S.S. Voyager, Delta Quadrant, Kathryn Janeway, survival, deuterium

I played the demo for Across the Unknown back in November or December. I was not impressed. The demo felt like little more than a dumbed-down mobile game that breezes through Wikipedia summaries of Star Trek: Voyager episodes. The demo was pitifully easy to play through, and the decisions didn't seem very impactful. The fact that you can choose to use the Caretaker's Array to go back home and end the game before it even starts seemed like a silly novelty at the time. I doubted that the actual in-game decisions could prove to be as meaningful.
But the game released, and I'm a sucker for Star Trek games. So I went ahead and bought it (it was discounted on release!). And I'll be damned if I didn't end up being just a tiny bit impressed!
Being able to use the Caretaker to go home and end the game prematurely
is the only major deviation from the show's overarching plot.
The platonic ideal of a mobile game?
Now, when I say "impressed", that comes with some huge asterisks and qualifiers! Remember, based on pre-release marketing and the demo, I was going into this game expecting a PC port of a mobile game along the lines of Star Trek: Fleet Command or Trexels. That was the measuring stick by which I was judging this game. I wasn't expecting it to be Birth of the Federation or A Final Unity.
Yes, Across the Unknown is a mobile game that was released for consoles and PC. It's like a combination of Star Trek: Fleet Command and Fallout: Shelters, except that it isn't a mobile game. Mechanically, it's almost the same, but it completely lacks any of the time and money-wasting pay-to-play grind that mobile games are built around. Yes, you do collect resources and wait for rooms on Voyager to be built. But those rooms don't take real-life hours or days to build; they take just a few in-game "cycles" (it's unclear if a "cycle" represents hours or days in the game), and are done in a matter of seconds or minutes of real time. And there are no "premium currencies" that ask you to shell out a credit card number if you don't feel like waiting for days to grind. Dilithium definitely seems like it could have been a premium currency, as it acts as a gate for higher tier technologies and room upgrades. There's no daily login bonuses. No ads. No "limited time only" promotions. It's just the raw game, stripped of everything that makes mobile gaming so obnoxious and predatory.
The blend of resource-collection and base-building will be familiar to anyone who's played a mobile game.
This is kind of the best possible version of what mobile games were promised to be, before they were completely co-opted by greedy corporations. This is not thoughtless shovel-ware designed by soulless corporations to prey on people who will compulsively through money at it. The player is constantly engaged with things to do and decisions to make. And those decisions occasionally have weight and consequence. And it all comes together to tell the coherent story of the entire Star Trek: Voyager TV show! Yeah, the individual encounters are abridged Cliff's Notes summaries of Voyager episodes, but they come together to tell an overarching story that adds up to slightly more than the sum of its parts.
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Tags:Star Trek, Star Trek: Voyager, Star Trek: Voyager: Across The Unknown, Steam, GameExcite, Deadalic Entertainment, PC, mobile gaming, Nintendo Switch 2, U.S.S. Voyager, Delta Quadrant, Kathryn Janeway, Tuvok, Neelix, Tuvix, Seska, Kazon, Borg, save system, save scum, auto save, survival, visual novel

If you play simulation Madden Franchises, and you take the preseason even remotely seriously, then you've probably noticed that EA hasn't changed preseason substitutions logic since the NFL shortened the preseason to 3 games instead of 4. This means that the third preseason game is still treated as the old "dress rehearsal", with the starters playing through the 3rd quarter. This is not how NFL teams play the 3rd game anymore. Now, the starters maybe play through the first quarter -- if at all. Instead, coaches now use the 3rd (and final) preseason game to field test their rookies and deep reserves before the final cut days.
But in every Madden since, the CPU leaves its starters in through the 3rd quarter. If you want to sub in your backups, you put yourself at a huge disadvantage, and their relative poor play can even result in loss of morale that can hurt their overall ratings.
Because I do take the preseason seriously as a team-development tool, the 3rd preseason game might very well be the single most infuriating thing about Madden for me. I hate it. Not only is it horribly unfair due to the talent level imbalance, if I try to sub deep reserves in early, but I swear the CPU also goes into robo / turbo mode and throws downfield every play.
Worse yet, being that I play Da Bears, I keep getting my 3rd preseason game scheduled against the Bills. Even though the Bills actually have one of the highest run percentages in the NFL, the Bills in Madden are allergic to running the ball. Now, granted, quite a few of those real-life runs are probably un-scripted scrambles by Josh Allen, but still... In any case, in my Madden preseason games, Josh Allen puts up 400 yards passing and 5 TDs in 3 quarters, and its so fucking annoying, and it makes me want to stop playing Madden altogether.
EA has provided no settings or options to change the CPU's behavior, nor mechanics for making the CPU intelligently substitute its reserves for evaluation or development, and we cant change CPU depth charts (even for "meaningless" preseason games).
As such, it always comes down to us in the community to to fix the things EA refuses to fix. Whether that be custom slider sets, disabling broken features (when possible), updating rosters to fix player ratings, or providing house rules for running Franchises. In this video, I want to share a method for forcing CPU substitutions early in the 3rd preseason game with minimal cheating.
See this technique/strategy in action!
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