MMORPG Tycoon 2

Lots of bone, not enough meat. Yet.

Okay, so let’s get the core of my opinion out of the way: MMORPG Tycoon 2 as it currently stands can be pretty fun, but it feels more like a creative playground than a simulator/tycoon style game. If you’re like me, and you are seeking simulation/tycoon games for the system interactions, I’d say wait on this game for the moment. If you’re not like me, and you just want a really cool imaginative playground of game, you still might want to wait, because I can’t tell if its going to stay that way, or turn into the heavy sim I was looking for.

Look at this. It’s incredible.

It does have the single greatest video game cursor ever though.

Okay, let’s talk about the game’s systems, before we get into why I don’t want to currently recommend it.

MMORPG Tycoon 2 is, as the name suggests, a tycoon game about making a MMO. You start with a blank world map of zones, and it’s your job to make it into a world that your little fake players will want to actually exist in. And also to not go bankrupt while doing it.

Ah, Kyle Land 2021.

This means installing the sorts of thing that every MMO needs, from quest-givers, to shops for equipment and taverns to log out in, to putting in zones that spawn monsters so that your players can grind to their hearts’ content. You’ll also have to put down paths, and set up bandwidth networks which power everything.

In addition to the world building, there’s also a massive amount of customization available. You have the ability to customize the looks of the player characters and NPC’s in the game, with what struck me as an impressive modular system for building simple character models. Buildings and other objects also have robust tweaking and modeling controls.

The in-game classes, NPC’s, and monsters also all share a pretty robust customization system that allows you to tweak their abilities, stats, and also make changes to their character models.

People with good taste and thoughtful design ideas can probably use the modeling system to make interesting and neat monsters and characters. I used it to make a 6 story tall hobo-plague doctor with floating arms that just runs around and beats people up.

Okay, so if the game has all of these features, why do I currently not want to recommend it? Well, while many of these systems exist, they don’t yet interact with each other in particularly interesting ways.

For example, take the bandwidth system. It’s completely decoupled from every other part of the game. You just put down bandwidth everywhere you have objects, and if they don’t have enough juice, you add more. There’s no real need to manage spikes based on player behavior, or other activity.

The same thing feels true of the classes and the monster balance. While you have have the ability to make changes to them, as far as I can tell, it doesn’t really influence the fake players’ decisions. While fake players have the ability to request buffs and nerfs, they don’t do much else.

Closer.

Finally, the weakest system in the game by far in my opinion is the versioning. This is effectively leveling up your MMO, and I dislike it for two reasons.

Reason #1. You don’t level up by getting subscribers/money, or by building out more content for your players. You level up just by placing objects down. If you look at some of the screen shots below, you can see that there are areas where I just smashed down a massive amount of objects because I needed to get my level ups. And also…

Reason #2. The benefits of leveling up are almost entirely numerical, i.e., +5 to loot or something. There are a few that give you more interesting and fun powers (Flight paths, PVP), but most are just… more numbers.

Even closer.

And these are the bones with no meat. The level up system is lackluster, but if the numeric benefits were replaced, or added to with a tech tree, all of a sudden they could become far more interesting. If player classes influenced player behavior more, there would be more impetus to balance them and tweak them. And if quest rewards changed a player’s likelihood to complete them, you could use quest rewards to influence player pathing and decisions.

Of course, these are all just the changes I would make, because I’m curious about what the game would look like as a “simulator” as opposed to a Sims-style creative expression toy, with some light simulation elements. And that’s where I run into my main problem with recommending the game in its current state.

Perhaps a bit too close. Yes, the crocodile is a player class.

I can see the game’s design going in one of two different directions, and it’s unclear to me which of the two it will take.

The first design direction that the developers might choose would be the route of a simulator, something with more in common with maybe Cultivation Simulator, or a pure RollerCoaster Tycoon sort of thing, with systems that govern fake player behavior, happiness, willingness to spend, interaction with in-game systems, etc.

The second possible design direction would be for the game to take a tone of something like Animal Crossing or the Sims. This version of the game would have less focus on the simulation aspects, but with more attention paid to your ability to customize and edit your MMO to be exactly the way you want it, much like building up a village in Animal Crossing or the joy of playing with Legos.

Thing is, I’m not sure that it can go both directions at once.

You don’t get anything out of making custom quests, quest names, or NPC’s other then the satisfaction of making something to annoy your friends with. Or crafting a believable mechanical world, but who does that?

The game currently contains more of the features related to the “playing with Legos” situation. Which is fine. But I suspect that the person who wants to craft a beautiful creation of a MMO doesn’t want their fake players to quit en-masse because they died too much to an angry herd of sheep. They don’t want to have to carefully build exact flight paths, and try to understand fake player behavior, or have to deal with managing the underlying data grid. They don’t want to find themselves in a situation where they need to slap together a higher level zone just to make sure they don’t lose subscribers who hit the previous level cap. They don’t want to be punished for building a dingy back alley in their city, just because they used spooky looking buildings in what the game thinks should be a “happy zone.”

The closest comparison I can draw to this is trying to get a highly rated island in New Horizons. Getting a high rating requires that you make a bunch of changes and follow a bunch of rules that may not mesh with the specific look and feel you’re aiming for on your island. And tying in mechanical progression to making those changes feels bad.

On the flip side, I don’t think the person who just wants play with the simulation/ant farm aspect of the system wants to be forced to put down individual cacti to make the desert area more “Deserty” so that players don’t quit over a lack of immersion.

Running won’t save you Inbae. Bob is coming.

And this is why I’m hesitant to recommend the game right now; there’s a lot of potential, but it’s unclear to me what direction this game will go in, so it makes it hard to know who to recommend it to. Will it remain a lite sim where the primary joy is something akin to Animal Crossing, that of building out and creating your own cool space? Or will it become something more mechanically heavy, but less focused on customization?

With that said, the game has a bunch of potential, and I encourage anyone who finds the premise interesting to add it to their Wishlist and keep an eye on it. It’s $25 on Steam, and as far as I can tell, that’s the only place to get it right now.

Didn’t Make the Cut

Some more things I was not impressed by or didn’t like much.

At one point, these posts were gonna be weekly or something. In any case, it’s time for another “Didn’t Make the Cut” AKA “Here’s all the things I either didn’t enjoy, or didn’t think were interesting.” So with minor further ado, let’s get into it shall we?

Ado: Social Justice Warriors and Kids were in the itch.io Racial Justice Bundle, so if those two seem neat, you can check them out there.

Social Justice Warriors

In Social Justice Warriors, you play as someone arguing with other people online. Each time you finally defeat someone, you move on to arguing with a new person. Regardless of how many trolls you defeat, nothing actually changes, and you just waste your time.

It’s almost as if there’s some sort of message in the gameplay or something, but I don’t have anything else to say on this one. Also the combat is pretty boring. Next!

Kids

Kids describes itself as an interactive animation. If you want to buy it, it’s $3. Had I bought it for $3, I would regret not using that to buy a cinnamon roll instead. I guess a lot of other people find that it speaks to them, though? I dunno. I just don’t get it. Unlike….

Void Bastards

I do get Void Bastards, and what I get is that I don’t like it very much. Void Bastards is in theory a procedurally generated rogue-lite shooter, with a comic book graphic aesthetic. I would say that the “Shooter” part of that description is debatable, given that you never seem to have any fucking bullets. I’ve played 5 hours, and I have no desire to play anymore. The game’s mechanics just did not feel good, to the extent that they made everything else about the game more annoying.

Side Note: Void Bastards wins some sort of prize for single worst rogue-lite mechanic I’ve seen: Space Whales. You just die, because you clicked on the wrong node on the map? Why? Why would you ever add this?

That’s all for the moment. Planning to do some writeups on a bunch of Switch games in the future, including the somewhat difficultly named new “New Pokemon Snap,” so we’ll see how that goes.

Wide Ocean Big Jacket

I think Wide Ocean Big Jacket is very good. It might be great.

I’d like to open this writeup on Wide Ocean Big Jacket with a long series of paragraphs discussing the definition of games, what it means to be a game, and just general thoughts on interactive media.

I’m not going to do that because it would be a tremendous waste of time, and take away from actually talking about the Wide Ocean Big Jacket.

I think Wide Ocean Big Jacket is very good. It might be great.

Wide Ocean Big Jacket is not something I would have played if I wasn’t trying to force myself to step outside of my comfort zone. If you’ve read my other reviews, it’s pretty easy to figure out that I prize interesting mechanical gameplay over just about everything else.

That’s not really what Wide Ocean Big Jacket is about. The game itself has more in common with a visual novel than any other genre. As far as I can tell, there aren’t any major branching decisions, and the whole experience is fairly linear.

The thing is, the game absolutely nails almost every aspect of the writing and the setting. I would rank it up there with Night In The Woods in terms of being accurate to what human beings are actually like, and also nailing what going camping is actually like. There are very few games with writing this good.

I don’t want to say too much about the plot. Generally speaking, it feels like a slice of life style thing. It’s about going camping in the woods and relationships. And that’s all you really need to know.

Wide Ocean Big Jacket is $8 on itch.io. It’s not a long game by any means, but I don’t think that’s a valuable tool to measure it by. It was also part of the itch.io Racial Justice Bundle, so if you own that, you can download it and play it now. And I think you should.

Oh, and if you’re on the fence, there’s a demo! It’s an entirely separate set of extra chapters of the game. You’ll have to scroll down a bit on the page to find it.

Wheels of Aurelia

An interesting attempt at combing visual novels and other mechanics, but I didn’t like it.

I have mixed feelings on Wheels of Aurelia. On the one hand, I don’t like the game enough to play more of it. On the other hand, I keep thinking about it. It was going to get a section in “Didn’t Make the Cut,” except I think I have more to say about it than any of the other games that didn’t make the cut, so it gets its own article.

So what is it? Wheels of Aurelia describes itself as a racing game set in Italy in the 1980’s. I’d describe it as a visual novel with a light driving element set in Italy in the 1980’s.

Potayto, potahto.

For those of you with busy lives, here’s the five second summary: I think it’s very interesting, but I did not like it very much.

There are some really strong parts to Wheels of Aurelia, but these parts (usually the writing and the setting) feel somewhat disconnected.

The big one is the setting of 1980’s Italy. One thing the game has made abundantly clear to me is that I don’t know shit about 1980’s Italy. And while the game does link to some sections of text from Wikipedia, this wasn’t enough for me to understand a lot of what was being referred to in the writing. Which brings us to the second problem.

The writing shifts tone rapidly to the extent that it feels almost non-sequitur, with the result being that parts of the story just don’t make any sense whatsoever because of this tonal shift. For example, characters that have barely been named suddenly become relevant.

The main character goes from losing their car in a race to a molesty creep (and being understandably fucking pissed), to buying a 3 wheeled tractor cheerfully from a farmer, to chasing fascists for some reason. The end result was that I had a harder and harder time following the plot as it went on.

However, this doesn’t characterize the entire game. There’s a well-written and interesting dialogue with a hitchhiker about a football club. And sub-sections of the game are fine. It’s how they connect that sucks. At first, I thought this might be related to the game’s localization or translation, but the game’s credits don’t actually list an English translation. So I’m honestly not sure what happened with the writing. Sub-sections of it are fine, the but the overall arc feels janky.

In either case, enough ragging on. Let’s talk about what the game does have going for it:

  1. A solid soundtrack. I actually kind of want to re-listen to a few of these. (Wait until 1:00 minute in for it to go crazy.)
  2. Strong art design. Both the characters and environments are well done. They’re fairly minimal, but I’d consider that to be a good thing.
  3. A solid attempt at combining standard game mechanics with a visual novel. I wouldn’t say it succeeds 100%, but it’s interesting, and trying to drive while also deciding how to respond to prompts is neat.

And yeah, that’s about it. Wheels of Aurelia is $10 on Steam, Epic or itch.io. And it’s also in the itch.io racial justice bundle, so if you purchased that, you already own it.

It wasn’t for me, but maybe it will be for you?

Hunt: Showdown

Hunt is pretty great.

Ed Note: The screenshots in this article are from the Hunt: Showdown press kit. Getting good screenshots of the game is kind of tricky, because any time you’d want to get a screenshot of something cool, it’s usually trying to kill you. With that said, in my opinion, the game doesn’t look as good as its marketing material, but I also don’t care because the gameplay is what sells it.

Today, I’m gonna be talking about Hunt: Showdown, also known as “That Other Game Crytek Made” and “Wait, Crytek Makes More Than Engines?” I like Hunt: Showdown. A week ago Steam said I’d played about 70 hours, and I’ve played another 15 or so since then, so I feel fairly confident in that recommendation.

If I was forced to stuff Hunt: Showdown into a neat little box to characterize it, it would probably go in the “Battle Royale” box, with Fortnite/Warzone/PUBG. You can play with a squad of up to three folks, you want to shoot people, and you start on a massive single map. I don’t think this is entirely fair and accurate, though, because while the general intention of Hunt is similar to those other games (forcing interesting FPS based fights on a massive open map against other players), the way it goes about making this occur is pretty different.

For starters, there is no “looting phase” or “drop phase.” Instead, you create a loadout of items and weapons prior to starting a hunt, and once the hunt begins, you just spawn with your team on a random edge of the map. While you can pick up additional ammo and supplies from caravans around the map, and also other dead players, you don’t get to choose what you get from these, and so you mostly just have to make do with what you brought with you. Generally speaking, you’ll bring things like bolt action rifles, six-shooters, shotguns, and sticks of dynamite.

Also, unlike most Battle Royales, your goal isn’t to wipe out all other players on the map. You can leave more or less whenever you want by getting to an exit point, and waiting out the escape timer. And if you want to save your character (we’ll get into why you might want this in a bit) escaping like this can be the smartest choice.

Behold, the zombies. Stupid, slow, and not a problem until one that you miss stabs you with a meat cleaver.

Instead, the goal of a round of Hunt is to escape with a bounty token, an item that you get from either killing an AI boss monster, or prying it from the from cold dead hands of someone else who did. You locate the boss by picking up clues. Each time you pick up a clue, a section of the minimap gets closed off, letting you know the boss isn’t in that zone. After 3, you’re given the boss’s location.

And this is where things get interesting, because you’ll note I said “Boss.” See, Hunt’s map is fully populated with AI enemies, fairly basic trash mobs. And while these enemies are dumb as bricks, if you’re not careful, or a little too gung-ho, they can easily get you into trouble. Not because they do massive amounts of damage (they don’t) or can kill you quickly (most of them can’t), but because they force you to spend time or ammunition dealing with them.

It’s a spider made out of people! And yes, it looks just as horrifying close up as you might expect.

Okay, so I’m bored of writing about the general mechanics. This is enough to explain the general tension and what makes Hunt: Showdown interesting. In brief, all of the game’s systems are built to force you into fights, and the lower player count means that you only need to win 1-2 of these fights in order to “win” a match. The boss objectives mean that despite starting at different locations, players are funneled together, while the game’s sound design and AI means that if you find yourself using non-silenced weapons against monsters, enemy players can quickly locate you. The bounty mechanic puts a target on your head once you’re trying to escape, but it also gives you dark sight, a very minimalist wallhack sort of thing that lets you spot folks trying to ambush you, and make those end game engagements more even.

The one big thing I haven’t talked about yet is how loadouts and perks work, and while I don’t have too much to say, here’s the five second version:

Your “Hunters” have a level from 1-50, and whenever they successfully extract from a hunt, they get some more experience based on how they did (mob kills, boss kills, bounties, player kills). Each time they level up, they get a skill point that can be used to unlock passive perks, things like walking quieter, taking less damage from falling, that sort of jazz. If your team wipes in a mission, your Hunter is permanently dead, and there’s no way to bring them back, and you lose all the gear they had on them.

Gear is somewhat similar. Various actions during a match will pay out Hunt Dollars, which you use to buy gear. Different types of gear are unlocked as you level up your bloodline, and when you buy hunters they come with some of their own gear.

While you always have access to a pool of Hunters that includes at least one free Hunter to recruit, this free Hunter has random weapons and equipment, and no perks.

And this is one of the reasons you might choose to extract early: saving your gear and Hunter, and living to fight another day. It might not be worth much, but it can take 2-3 successful matches to get a Hunter to the cap, and losing them feels bad.

The end result is a game with some interesting character building systems outside of the actual gameplay, and solid FPS mechanics with a set of much older weapons. For me, the game feels like it’s built in a way to encourage and cause interesting gunfights, as opposed to being shot in the head by someone hiding twelve miles away in a cornfield, or simply losing because you couldn’t find a gun when you dropped.

This doesn’t mean Hunt is flawless. The loading times are incredibly frustrating and long. There are no death cams, just death views, which make it difficult to learn from your deaths, or if the person who killed you was hacking, which it can feel like even if they weren’t. For me, though, these downsides are annoying, but not enough to make the tense gunfights less fun, and the game itself less enjoyable.

Hunt: Showdown is $40 on Steam, and it’s also on PS4/XboxOne, but it looks like there’s no crossplay between consoles and PC. So if you do want to play it with friends, make sure everyone gets it on the same platform.