It goes without saying that XCOM 2 bundled with its War of the Chosen expansion pack is one of the best turn-based strategy games on the market. This does not, however, mean that the game is perfect, or that it caters to everyone's whims and follies. Quite the opposite: while the renewed XCOM series has seen considerable success following its rebranding, fans of the traditional style of XCOM-flavoured gameplay (X-COM, if you will) were sort of left behind, and that was where the first Xenonauts carved itself a dedicated niche.
Where XCOM created a new, streamlined sort of turn-based combat-oriented gameplay, Xenonauts did no such thing, opting instead to distill and perfect what had already been accomplished years back. There is merit in both approaches, of course, but it's a given that not everyone's going to enjoy either type of game. With that, those who prefer traditional turn-based mechanics with TUs (turn units) and heavy micro-management had to turn to this scrappy new indie, which is getting a fully-fledged sequel sometime in the future. Xenonauts was great, but what is it that Xenonauts 2 can do to build upon that without losing what makes it unique in today's gaming arena?
The most prominent thing to note about Xenonauts 2 is that it is not a direct, chronological continuation of the first Xenonauts. Instead, developers Goldhawk Interactive describe it as "an updated portrayal of similar events," where alien activity prevented the end of the Cold War. Players will, then, have to balance the odds between the Eastern Bloc and NATO, as well as attempting to handle the threat posed by the aliens in the first place. This might create a very particular sort of powder keg, with numerous points of conflict popping up all the time. Where Firaxis opted for a more limited three-pronged gameplay mechanic (the Lost), Goldhawk may well be producing a more large-scale version of the same thing.
Also important is that Xenonauts 2 will, unlike its predecessor, be a fully-3D offering, which allowed for the developers to produce more complex combat scenarios. This is accomplished by, quite simply, granting the players access to a significantly wider selection of tools while having them face a more competent and dangerous enemy. Keep in mind, too, that the enemies in Xenonauts were quite clever and unforgiving already, so Goldhawk is definitely gearing up to deliver a hardcore gaming experience from the get-go.
In doing so, Xenonauts 2 is likely to be even more terrifying than the first Xenonauts. In Xenonauts, terror comes from a unique combination of features that's not present in any other modern release. Not only are your soldiers always underpowered and underequipped compared to the Aliens' terror squads, but they are also very prone to panic, should they witness atrocities outright. Whereas cover provides a (sometimes false) sense of security in XCOM 2, Xenonauts has never been particularly interested in giving you a mid-mission breather. In short, Xenonauts 2 is likely to be a hardcore tactician's game, which is also where its appeal stems from.
Xenonauts 2 is, according to what we've been privy to so far, pretty much a straight-up upgrade to the first game, doing everything it did (but better) while still providing more content and features in virtually every aspect that's even worth a look. Perhaps crucially, it is unlikely to appeal to the same crowd that enjoys the modern XCOM games, but it's not trying, either. Instead, Xenonauts 2 will almost certainly deliver the same sort of tens and unforgiving experience that we had back in 1999, when the first X-COM game came out.
At the time of writing, Xenonauts 2 is still in its early production stages, trudging slowly toward an Early Access release where players will finally have the chance to see the game in action. There's no release date to go off, but it is good to see that the developers are taking their time even though the game won't launch feature-complete. After collecting invaluable player feedback, the game will be in the perfect position to enamor its target audience all over again, so there's good reason to be very excited about Xenonauts 2.
It goes without saying that XCOM 2 bundled with its War of the Chosen expansion pack is one of the best turn-based strategy games on the market. This does not, however, mean that the game is perfect, or that it caters to everyone’s whims and follies. Quite the opposite: while the renewed XCOM series has […]
There is an argument to be made that the simpler the game is, the better it is - you know, all that "less is more" talk, and that stands true for Nidhogg II.
Nidhogg II bears the simplicity of Pong and complexity of a fighting game, sprinkled with platforming and sports genre. On paper, it might sound unfocused or unbalanced, but the truth is the opposite.
You and your opponent start at the middle of a multistaged arena, with weapons that are randomly assigned to you. Whoever makes the first kill will have a chance to proceed through the stage, but it wouldn't take long for your opponent to respawn after being killed, armed with a new weapon, hoping to kill you so it can move in the opposite direction of the stage and reach the goal - that's Nidhogg II in a nutshell.
There are a dozen of beautifully designed stages to choose from and you customize the character you play with rather than choosing preexisting one. There are 4 different types of weapons: fencing sword, broadsword, knife, and bow 'n' arrow. Compared to other games, it feels like there is a lack of content, but it is not about the amount of the content but the way it is used.
Each weapon has its pros and cons and you will immediately find the one that fits you best, but if you want to be a truly fearsome opponent, you will have to master all of them. You can choose to throw your weapon at the opponent and continue using bare fists, which might seem like giving an opponent an advantage but it can be a useful strategy if utilized right.
The whole fighting mechanic is based on attacking and defending moving an analog stick and pushing a button, but because of how simple the controls are it takes quick reflexes and a good hand to eye coordination because even a complete newbie can give you a hard time. Hoping to land three-four killing blows in a row based purely on luck and button mashing won't get you far. There are a lot of elements to consider before deciding when and how to strike an opponent - the height of the terrain, the nearby pits, and traps, the weapon you have against the one opponent has, etc.
But this is no JRPG, so you have to think about all of that fast and respond even faster.
While the first weapon is completely random, the next ones you get with each death are going in cycles so you can predict both yours and opponents next weapon and prepare your attack even before respawning.
No matter how close you are to victory, the advantage can be lost in a matter of second so there is really no time to relax and the whole match is engaging from start to finish.
On your very first match, you will see how much complexity can be crammed in such a simple gameplay style.
One major thing that makes Nidhogg II stand out from the crowd is its visual style.
It is a strange mix of Yoshi's Island and Clayfighters that gives it a very colorful look but at the same time it feels very gritty and dirty, and I mean that in the best possible way. It definitely helps to have such a quirky style in a game that would be quite gory if it was presented with realistic graphics. There is very little blood here to speak of, but there is a lot of color goo that comes out of the characters each time they die - definitely not something that will leave youngsters traumatized.
It is probably obvious to say that Nidhogg II is best enjoyed in multiplayer. The game does offer an Arcade Mode through which you can experience every level and progressively difficult to beat opponents, but it is a much rewarding experience when there is someone next to you leaning nervously on the couch when you get to the final screen of the stage. If by any chance you don't have a friend nearby, there is online multiplayer, but be warned, you might lose a lot.
With its easy to learn but hard to master mechanics, it is a game that can be played by everyone and even when losing there is a lot of fun and laughter in store.
There is an argument to be made that the simpler the game is, the better it is – you know, all that “less is more” talk, and that stands true for Nidhogg II. Nidhogg II bears the simplicity of Pong and complexity of a fighting game, sprinkled with platforming and sports genre. On paper, it […]
They say nobody and nothing is perfect. Even your favorite game that you could play over and over again has something that rubs you the wrong way, be it an especially irritating level or that one hard to reach collectible that just seems unfair. But every once in a while there comes a game that is by no means perfect, but it does come pretty darn close, and today that game is Celeste.
You might dismiss Celeste at first glance at the screenshot as yet another pixel platformer, and while it is true there have been many of those lately (and the majority of them being good), pixels are just one visual choice Celeste has. The speech section is presented with detailed and gorgeous looking drawings and Stage Select screen in a simple yet eye-catching 3D render of a mountain, which you are meant to climb.
The mountain is a metaphor for obstacles to overcome and challenges to tackle so we could prove our worth, which is exactly what both you and a character you control, Madeline, are aiming for. You, as a player, is here to prove you can beat the game, and beating Celeste is no small feat. Madeline, she is there to deal with bigger demons, and by demons, I don't mean it literally, and since we are talking about a video game it wouldn't be surprising if there were actual demons. But, no, there are no enemies here, at least not in a traditional sense.
Madeline is fighting depression and anxiety.
This is not your happy go lucky head jumping plumber adventure. That is not to say Celeste is depressing, but the way it deals with themes of depression is absolutely outstanding and it fits like a puzzle piece next to the gameplay.
As said before, Celeste is not an easy game and some controllers breaking can happen, but it never lets you revel in your failure, rather it puts you straight back at the beginning of the screen and lets you try again, telling you that it might seem hard at first but over time and practice it will get better until finally, you beat it.
Now if that doesn't tie into themes of depression, I don't know what does.
A handful of characters are to be met on your adventure and you will probably find a person in your life that will fit the role of one of those characters, and same goes for situations and dialogues.
Yes, Celeste can hit a bit close to home but that is exactly what makes it such a unique experience
A great story is not the only thing why Celeste deserves so much praise - the level design is very well thought out, controls are spot on and pixel sprites are given so much life, bounciness, and movement that you will "feel" every jump and every landing on the surface, or on the walls.
Since you are climbing a mountain, in many instances you will be required to stick to walls and climb up, but your stamina is limited so quick thinking is required as well.
Speaking of stamina, the amount of it is cleverly presented with the color of main characters hair - it changes as stamina depletes
The ability to dash through the air is the main means of movement, and you'd be surprised how much the developers implemented dash ability into the stage design. As with climbing, dash requires stamina which makes every dash count.
Each screen of the stage requires more thinking than going right for it, and everything else is dependant on your persistence and will.
Celeste is truly a whole package that will both give you an awesome gaming experience but it will also help you cope with hard times.
Climb that "mountain" and make yourself proud. Deep inside, just like Madeline, you know you can do it.
(Trust me, getting to the end of the game, reaching that peak, it feels extraordinary.)
They say nobody and nothing is perfect. Even your favorite game that you could play over and over again has something that rubs you the wrong way, be it an especially irritating level or that one hard to reach collectible that just seems unfair. But every once in a while there comes a game that […]
I've never been much of a point-n-click guy. I like a good story, I love beautiful artwork most of the point-n-clickers bring with them, but the slow-paced gameplay wasn't my cup of tea.
That all changed once I started playing Gorogoa.
Gorogoa is a type of game you mention when people talk about whether video games are art.
In the beginning, there is only one comic book-like panel but moments later you will get access to three more empty panels. It is up to you to move, overlap and connect panels in a way that will further your progress through the story. It sounds simple, and it is, the first minute or so. The game slowly shows you through simple puzzles how the game works and puts you in a mindset that the game requires to be completed.
Thinking outside of the box could easily be a tagline for the game, which means not only do you need to use your brain but also your imagination.
More often than not there is no thematic connection between the panels until you notice the details and make that connection yourself, giving you that sweet "Eureka!" moment with almost every puzzle the game puts in front of you.
Visual presentation really stands out from the crowd, and it is easily identified. It is a nice mix of simple interface with colorful detailed panels that brings to mind Studio Ghibli cartoons and some of the best European comic books.
The story of the game slowly reveals itself, jumping from place to place and different timelines, giving you by the end a very satisfying whole, yet having just enough questions unanswered to have it open for interpretation. Everyone will get something different out of it, and that is really what great art is all about.
Although there are chapters in the game, the flow of the game is seamless and there is really no sense of crossing from one chapter to another, which is an absolute positive, making this game feel like a cohesive whole
Gorogoa is a short experience but it is by no means an easy one. While the game can be beaten in a couple of hours, you might get stuck every now and then, but it is never the game's fault. Everything is there - every clue, every visual hint, everything needed to solve the puzzle, and it is up to you to pay closer attention to details and move every panel to see if there is something hiding underneath it.
Every point-n-click game can drive us to point of frustration where we need to find the solution online, but do yourself a favor and figure Gorogoa on your own, even if it means taking some time off and returning to it later.
Completing any game is a special feeling, but with Gorogoa it feels like a true achievement.
I’ve never been much of a point-n-click guy. I like a good story, I love beautiful artwork most of the point-n-clickers bring with them, but the slow-paced gameplay wasn’t my cup of tea. That all changed once I started playing Gorogoa. Gorogoa is a type of game you mention when people talk about whether video […]
Person versus person multiplayer games have been a thing ever since Pong, and in the contemporary gaming arena, players have the luxury of choosing from an extremely wide variety of unique gameplay experiences that all fall under the umbrella of PvP multiplayer. However, while we've had untold numbers of highly-competent, fun, and enthralling multiplayer shooters over the years, the same really cannot be said for melee-oriented titles. In fact, the recent release of Mordhau revitalised this particular niche, and while it goes without saying that the game is quite phenomenal, perhaps you, too, are wondering if there are other, similar games to choose from.
In this article, we'll be taking a look at some of the melee-centric multiplayer games that were released before Mordhau, and which tackled the matter of multiplayer melee combat as well. This will, in turn, help us find out just why is it that making a competent melee PvP experience is an order of magnitude more difficult than making a run-of-the-mill first-person shooter. The games we'll discuss are For Honor, Blade Symphony, and - of course - Chivalry: Medieval Warfare. Each with a unique knack, none of these titles seems to grasp the visceral experience of combat the way that Mordhau does. This is the case for a variety of reasons, each of which we'll go into more detail as we go along.
Starting with For Honor - the most successful of the three "competitors" we've got at hand, discussing this game in regard to Mordhau is as simple as saying that it's actually got an entirely different goal and experience in mind. The sleek and cool medieval melee combat game headed by Ubisoft is quite unique in most aspects, and delivers gameplay mechanics that create a very wild gulf between it and Mordhau. In practice, For Honor plays more like a beat 'em up than anything else, what with the game's lock-on and duel mechanics. Furthermore, its emphasis on hero classes and dedicated skills makes for a type of gameplay experience you really can't get anywhere else. For Honor is quite amazing in its own right, but a competitor to Mordhau it ain't.
Blade Symphony, on the other hand, is a very niche title that's not new by any stretch of imagination. In fact, though this curious indie launched as a single-purchase game, it is now available as a free-to-play download via Steam, where it still enjoys a tiny bit of attention from the most die-hard fans. Never a particularly popular game, Blade Symphony is regardless a lovely melee combat experience, where players get to dictate into great detail how their fighter behaves in moment-to-moment gameplay. Since it never caught on, however, Blade Symphony simply doesn't have the clout to parry Mordhau.
Finally, the PvP melee spectacle that, in its heyday, came the closest to the success which Mordhau now enjoys - Chivalry: Medieval Warfare. Clunky and, at times, completely ridiculous owing to its animations and oftentimes broken netcode, this was one of the first major multiplayer melee combat titles, and has - arguably - set the foundations which Mordhau eventually iterated upon. Fans cited numerous reason as to why Chivalry's popularity faded with time, and the game's Steam page is now littered with reviews saying that Mordhau is simply the superior game in most aspects. This is fair, of course. Originally having launched in 2012, Chivalry had little hope of competing with the extreme technical competency displayed by Mordhau, and has seemingly been overshadowed by its newer competitor. Though a clash between the two titans would've been interesting to watch, Chivalry couldn't maintain a stable playerbase for long enough, and most of the players have now - as it seems - moved on to playing Mordhau.
Why is it, then, that so few games have attempted to deliver a fun and competitive melee-oriented multiplayer environment? The complexity of combat comes to mind first. Melee combat has many more moving parts than any given first-person shooter, and while you generally know what you're getting when you buy an FPS in regard to gameplay mechanics and whatnot, this isn't often the case with melee. With no established control scheme or even core gameplay mechanics, developers must experiment, and this is quite difficult in a live multiplayer context.
Mordhau, at least, seems to be doing incredibly well, thanks in no small part to its great physics engine and fun gameplay mechanics, so perhaps we'll be seeing more melee-centric first-person multiplayer releases in the coming years.
Person versus person multiplayer games have been a thing ever since Pong, and in the contemporary gaming arena, players have the luxury of choosing from an extremely wide variety of unique gameplay experiences that all fall under the umbrella of PvP multiplayer. However, while we’ve had untold numbers of highly-competent, fun, and enthralling multiplayer shooters […]
There's no shortage of good, well-made 4X games on the market whatsoever, what with Stellaris, Civilization, Endless Legend, and various others roaming about. What this means, in practice, is that newcomers to the 4X sub-genre can't help the fact that they need to come up with various new features and gimmicks to differentiate their product from well-established competitors. These defining features are oftentimes hard to nail down, and may even be entirely impractical to pull off. In rarer cases, they're a breath of fresh air. Pax Nova, for example, is going to make a push as the first modern 4X release that comes with fully-fledged planetside and galactic-scale gameplay.
Pax Nova released via Early Access not long ago, though the developer Grey Wolf Entertainment assures us that the game is quite a bit further along than most Early Access releases usually are. In fact, with no more than a few months' worth of time slated for its EA polishing phase, Pax Nova is going to see full release really soon, and with as prospective a feature set as this game has, it's no wonder players are quite excited to see what it's all about.
In essence, what Pax Nova is attempting to do is for it to combine the core gameplay mechanics of your average Civilization game with something that wouldn't be out of place in Stellaris. The game immediately lets you traverse the galaxy and land on virtually any planet you find, and even goes so far as to allow you to establish colonies anywhere and everywhere, depending on your whims and interests. It's an incredibly open sort of game, though with this comes a bit of an expectation that you'll know what's good for you and stick close to your first colony, at least until you've developed a more sensible strike force for further exploration.
Pax Nova is also running the risk of featuring underdeveloped layers of gameplay, where neither galactic nor planetside gameplay feels particularly enticing or engaging to the player. Good news is that, as far as reviewers on Steam are concerned, Grey Wolf have created a competent game on most levels, and with it being in Early Access still, there's plenty of room for improvement and polishing further on. The matter of balance is a fickle thing to consider, especially in a game that tackles not one but two dedicated gameplay layers that don't often get mixed up. Admirably, Pax Nova isn't keen on limiting player choice and preference, and so lets you switch between the two strategic layers whenever you wish.
Complexity is also a potential issue. It goes without saying that late-game in most 4X titles often devolves in a series of essentially automatic actions or, alternatively, into a mess complex enough for each turn to take a fair bit of time to trudge through. Dealing with Civ-level of gameplay complications on a number of dedicated maps (planets) simultaneously does not necessarily sound like a good time. Thankfully, Grey Wolf have streamlined Pax Nova just enough to keep things manageable on all levels at any given moment, while still keeping it interesting.
Another admirable feature of Pax Nova is that of customisation. Similar to Endless Legend, Pax Nova allows you to outfit your units with various weapons, attachments, outfits, and utility pieces to create modular armies of your own. This, combined with a sleek and modern interface, makes for a rather promising presentation both in moment-to-moment gameplay, and while dealing with various meta-gameplay features such as societal planning and whatnot. All in all, Grey Wolf have got quite a special something at hand, and it can only get better during its stint in Early Access. If for nothing else, then for its attempt at something different than we're used to seeing in the 4X arena.
There’s no shortage of good, well-made 4X games on the market whatsoever, what with Stellaris, Civilization, Endless Legend, and various others roaming about. What this means, in practice, is that newcomers to the 4X sub-genre can’t help the fact that they need to come up with various new features and gimmicks to differentiate their product […]
Imagine playing a game of chess against a professional player for the very first time. You’ve barely grasped the rules and yet there is 0,00001% of you hoping that you will win based on pure luck. That is how it feels playing Into The Breach for the first time.
You are thrust into the battlefield with little to no knowledge of how the game works, having three mechs in your disposal and trying to defeat the upcoming army of deadly alien insects (that should be a band’s name).
Good luck commander, the whole world depends on you.
Luckily, every time you lose the battle you can go back in time (think Edge of Tomorrow but with less Tom Cruise) and try your luck again on beating insectoid scum. The catch is you can bring back only one soldier that has survived up until that point, and each one has skills and abilities that can make the difference on the battlefield. If you lose a soldier the mech is still available (and there are quite a few to unlock, each bringing new skills and strategy to the table) but it will be without its pilot which can make it weaker in certain conditions.
It is that sense of loss that flows through the eternity of the game. Just like in chess you will have to make sacrifices for the greater good and eventual win. Will you put your pilot on the line of fire or will you move it to safety but doing so will endanger the buildings you are meant to protect? Lose too many of those buildings and it is game over, start from the very beginning.
There is, however, secret door number 3 where you can position yourself behind the villainous insect, punch it so it changes its position and make it attack the nearby mountain that has nothing better to do but to be destroyed without hindering your progress.
See, in Into The Breach strategy elements are mixed with the puzzle genre. Every battle is presented on an 8x8 grid and each one has optional goals (destroying the dam, securing the space pod, etc.) that are crucial if you want to make your progress through the game a bit easier. The ideal thing would be to get all the optional rewards, kill all the insects and have each member of your crew survive the battle. It is a lot to juggle and that is where the puzzle aspect comes into play - it is doable but it requires a lot of thought yet sometimes it is not about checking all the boxes but trying to minimize the damage.
Your main advantage is that you will know exactly what the enemy will do when their turn comes and based on that you develop your strategy, and there are endless ways to handle the dicey situations. You can make the insects kill each other, let them die by the flood, take a hit just so you can deal double the amount of damage on your turn, etc.
It is in the moments where things feel hopeless where the game truly shines, and these moments are constant throughout the game. You will get yourself in situations where you are way over your head and there is seemingly no way out. But then you will think, and think, and think and suddenly you will have that eureka moment where not only will you get yourself out of the situation but you will have a much better position on your next turn without sacrificing a single pilot or building.
Into The Breach requires a few playthroughs to make you realize how the game is supposed to be played and to get you in a specific mindset. It is can be brutal in its difficulty but it is some of the most satisfying experiences you will get out of winning in a video game.
Imagine playing a game of chess against a professional player for the very first time. You’ve barely grasped the rules and yet there is 0,00001% of you hoping that you will win based on pure luck. That is how it feels playing Into The Breach for the first time. You are thrust into the battlefield […]
In any form of entertainment one of the biggest problems the creative minds stumble upon is how much is too much.
An overcrowded video game offers a huge amount of content but at the cost of pace and enjoyment, so some cuts have to be made to make a product better even if it means removing things and details that are great on their own but not as a part of the whole.
It is true what they say, sometimes less is more, or in other words, simplifying things to make them less crowded and more focused. In terms of video games, we could have a character with a detailed story taking him on a lengthy quest with a plethora of side-quests and a whole ton of items to collect.
However, one does have to ask, is all of that needed for a game to be enjoyed? Does every game need coins to collect to up the high score? Is it necessary to have power-ups that can help you beat the level? It all depends on where the focus lies.
In the case of Ape Out, the focus is on pure, frantic gameplay.
Developed by Gabe Cuzzillo and published by Devolver Digital, Ape Out stars an ape (go figure) in a quest to escape the clutches of the most horrible creatures to ever roam the earth - men! *thunder strikes*
You control the orange gorilla trying to escape the facility you’ve been kept in for purposes unknown. Your only weapon is your fists that can be used in two ways - punch an enemy into a wall, making them explode in a bloody fashion, or grab the enemy and use them and their weapons to give you an extra edge in reaching the goal, and then throw them into a wall.
That is pretty much what the game is about, all explained in one paragraph.
The simple gameplay is complemented with minimal visuals.
Cuzzillo joined forces with Bennett Foddy (a familiar name for those who played Getting Over It) to give the game a very specific minimal look. There are hardly any details on the main character. Essentially it is a big orange blob, seen from above, but the movement clearly gives away that the character in question is a gorilla. Enemies are slightly more detailed but very much in visual tone with the rest of the game.
The whole setting is no different, essentially being a giant maze to navigate through without distracting details.
Speaking of distracting details, there is no character hub of any sorts - you have three hit points but that stat is not shown on the screen but is cleverly presented with your character bleeding once it is shot and bleeding some more after the second shot.
The levels are procedurally generated, so if you thought you can learn the stage layout and just speedrun the game, think again. While a couple of first levels can be beaten without much thought, the rest require careful planning and quick reflexes once the guards inevitably notice you running around and the whole hell breaks loose.
Minimalism works better when there is at least one thing that is detailed, and that is the music. Composer Matt Boch brought a jazzy soundtrack to the game that delivers on every aspect, fueling the game with energy. As if that wasn’t enough the game gives you a way to enrich the music through the gameplay. With every enemy hurled into the wall, a cymbal is heard crashing and it fits beautifully with the music playing in the background. It gives every single action you make in the game a reason to exist. Even the stage select screen is presented with vinyl records hinting at the importance of music even before playing the game.
There has been a lot of killing and blood-related stuff in this article and in the game, but that is not to say the game is violent. I understand that statement doesn't make much sense but the minimalistic approach and arguably silly premise make the violence feel like a passing thing, and with such hectic gameplay you won’t even have time to notice the violence. It is not about killing, it is about surviving.
Ape Out is one of those “Just one more try.” games. Once you die you are shown how much you had left to beat the stage, not unlike Cuphead. It is focused, balanced and revels in its simplicity, as you will too. If anyone asks are video games art, just show them Ape Out.
In any form of entertainment one of the biggest problems the creative minds stumble upon is how much is too much. An overcrowded video game offers a huge amount of content but at the cost of pace and enjoyment, so some cuts have to be made to make a product better even if it means […]
Whereas the AAA video games industry prides itself on its ability to produce reliable and high-quality experiences set mostly in well-established genres and niches, it is not difficult to argue that it’s the indie scene where true innovation lies. Of course, even there, it’s hard to come up with something entirely new, because - as we all know - “originality is dead”. All the same, indie games serve as a fine counterpoint to massive AAA releases, and it’s hard to imagine what we’d be stuck with if these bite-sized wonders weren’t there to balance things out.
Down below, you’re going to find a number of indie games coming out in 2019, each of which is incredibly exciting in its own right. Chances are that you’ve heard about most of them, but it’d do well to reiterate on just what it is, exactly, that makes these games as special as everyone’s making them out to be.
There’s something to be said about the core gameplay loop of the original Spelunky. It’s fast, it’s fluid, and it’s just the right amount of tricky to keep you coming back for more, no matter how stupid and unnecessary and totally your own fault that last death was. Developed by the very same talent that re-made and released the original on Steam back in 2014, Spelunky 2 is promising more of the same, yes, but better.
Spelunky 2’s most interesting addition will definitely be the proper online multiplayer mode that Mossmouth Studios has announced, allowing you to play with pals who might not be there in the room with you, though keep in mind that classic hot-seat is still on the table, too, for the more socially apt among us. Revamped graphics, streamlined gameplay, and an abundance of new content are going to make Spelunky 2 quite a package indeed.
Xenonauts 2 is the logical evolution of the original Xenonauts: an indie XCOM-alike for those people who really didn’t care much for the way Firaxis had been handling the IP since the franchise’s reboot. With TUs (time-units), minimal simplification, and incredibly punishing encounters, Xenonauts created a satisfying niche for itself - one that Xenonauts 2 has every intention of improving upon.
Worth keeping in mind is that Xenonauts 2 is not a chronological continuation of the plot of its predecessor, with the developers focusing on writing something altogether new instead. The game is rendered in full, highly-detailed 3D graphics, featuring destructible terrain, and bringing about a staggering expansion of every single one of Xenonauts’ numerous gameplay systems and mechanics.
Continuing with yet another XCOM-alike, Phoenix Point also stands as a testament to how game-changing those titles were. Whereas Xenonauts 2 wishes to revitalise the genre while staying true to the first entries in the franchise, Phoenix Point is aiming to be way more brutal and in-your-face, with modular, ever-evolving enemies, full-featured boss fights, and a more granular aiming system than anyone expected it to have.
Modern XCOM games have been impressive, yes, but Phoenix Point is looking to be even more so. Of course, it remains to be seen whether the developers will pull together a game that’s as monumental as its promotional materials make it out to be, but things are definitely looking up, and it’s hard not to be excited.
Originally announced back in 2015, the long-awaited Psychonauts 2 is finally supposed to be coming out sometime this year. Having garnered a cult following over the last decade-or-so, the original Psychonauts is often touted as one of the best games ever created, and Double Fine, the developers, have got a high bar to clear this time around.
Psychonauts 2 is going to present a direct continuation of the original game’s plot, with the protagonist, Raz, set to leap yet once more into the minds of various people for various reasons. Telekinesis, pyrokinesis, and levitation are all set to make a return, with Raz unlocking more powers as he goes along. Expectations are high, yes, but who better to fulfill them than the original developers?
Atomic Heart looks and feels like the very essence of the so-called New Weird - a literary subgenre that prides itself on its tendency to mix and mend the normal with the weird for disturbing effect. This FPS is terrifyingly surreal and yet chirpy and vibrant at the same time, making it a sight to behold.
The game is being developed by a studio situated in Eastern Europe, Mundfish, and it definitely shows, with the atmosphere having a certain feel to it that few others do - STALKER games immediately come to mind, and METRO does too, though to a lesser extent. Unrelenting and unique, it is unlikely that we will get to experience anything similar to Atomic Heart anytime soon, short of actually playing it.
Of course, the games we’ve mentioned above are just the most high-profile releases of 2019, and we simply had to narrow things down due to the sheer volume of exciting indie games coming out this year. For example, Shovel Knight Showdown promises a Smash-esque PvP experience set in the beloved Shovel Knight universe, as well as a single player campaign to boot. Bloodstained: Ritual of the Night will also finally grace us with its presence; a veritable spiritual successor to the very best side-scrolling Castlevania titles. My Friend Pedro will, on the other hand, deliver an acrobatic gunfighting experience that not even the likes of Warframe would be ashamed of, while the sheer ridiculousness of the Untitled Goose Game will set us up for a stealth game like no other.
In short, 2019 is going to be as amazing a year for indies as they get, and on the off chance that you’ve been disillusioned with triple-A game studios for this or that reason, perhaps it’s time to look more seriously into indie releases by now.
Whereas the AAA video games industry prides itself on its ability to produce reliable and high-quality experiences set mostly in well-established genres and niches, it is not difficult to argue that it’s the indie scene where true innovation lies. Of course, even there, it’s hard to come up with something entirely new, because – as […]