Beacon

You can pass on Beacon. You will not miss anything. This entire article is just me being grumpy about every aspect of this poorly designed and carefully made exercise in frustration.

I wanted to like Beacon. I really did. But overall right now, given that the game isn’t even finished, I can’t recommend it. So what is Beacon, why might you want to play it, and why should you avoid it?

Beacon is a top down real time isometric roguelike. It’s interesting if nothing else for actually not being 2D, despite the fact that the player doesn’t have a jump, and the whole game takes place in 3D environments. Interesting isn’t the same as good though, so we’ll come back to that later.

So why shouldn’t you play Beacon? Well, for starters, the game isn’t actually finished. Currently you can play through about six stages, and then the game just kills you at the end, because there isn’t anything else there. Secondly, it seems somewhat unstable. It took me less than 10 runs to get to the end of the current final area in the game. The only reason it isn’t a lower number is because the game crashed on a very good run early on, and forced me to restart.

Let’s say you don’t care about these reasons. Well, Beacon does very little that’s actually new. The game plays like a Frankenstein of mechanics. Each run starts by selecting the DNA you’re going to use for the run. This includes things health, stamina (yes, they’re two different things), armor, crit, luck, and I stopped caring because there are too many of them. This is followed by the DNA being sequenced, at which point any DNA mods you got are applied, and DNA has a chance to mutate, which permanently changes functionality of your character during the run. You arm might split open and replace your melee attack with a sonic projectile. You might get the ability to…. lifesteal while set on fire. Or maybe your legs just become pus-filled blobs that leave a trail of slime whenever you dash. It doesn’t really matter though, because:

1. Most of these end up playing the same, and

2. You’ll get multiple runs with those pieces of DNA, after which they die, and you can’t use them anymore.

I couldn’t see a pattern in which specific mutations actually occur, so I couldn’t, for example, use DNA to build a fire-based build, or anything. Also, some mutations are just boring. I had one that just massively decreased crit, on DNA that I had picked to increase crit.

Cool. So, since that’s done, let’s actually play. Each level is randomly generated, but ends up following a pretty similar pattern. Throughout your run, you’ll pick up DNA to use for future runs, guns, side equipment, sidearms and grenades.

Taking a step back for a minute, weapons are one of the few things that feel like they’re done correctly. Many of them are quite interesting (bone boomerang gun) and extra weapons can be recycled for ammo mods, which give a permanent boost for the rest of the run to your remaining weapons.

Grenades are worthless. I don’t know why they’re in the game, and I don’t know why you’d use them. They’re boring, pointless, and hard to aim.

Okay, now let’s talk about pickups and auxiliary. I don’t know which one is which, and I do not care. All you need to know is that the game lets you have one of each, and the grouping of items in these slots makes no sense.

For example: an item that gives you a chance to fully reload your magazines on kill, as a passive. Or a 5-use boost jump. An item that caps your health at 75, but gives you permanent health regeneration. Or a 10-use of a set of daggers that lifesteal if you hit with them.

There is literally no reason to ever pick up the consumables instead of the passive boost ones, the passive are just that much better. Also, unlike guns, these can’t be recycled for ammo mods. You can destroy them to get a single extra grenade. Hooooorayyy.

This brings me to my biggest gripe with the game overall: the art.

Beacon has beautiful art, but it’s almost entirely counter productive to the actual gameplay, i.e. being a fast-paced run and gun roguelike. The readability of the screen is garbage. Everything is done in a sort of low poly style, but instead of making it easier to tell whats going on, it’s messed up with tons of unnecessary detail, lighting, and other graphical crap. My favorite example of this would be the fact that slime and acid look almost exactly the same, but one is simply an armor reducing debuff, and the other is a DOT that can kill you.

Oh, and speaking of death, the game has insta-deaths. Falling off a ledge won’t kill you, but if you make the unfortunate error of somehow ending up on top of a bunch of spikes, that’s it. Run over.

There are good moments in Beacon: the dodging can feel nice, the weapons are cool. But the game feels like a bloated Frankenstein monster. It tries to do too much all at once, and ends up a playing like someone tried to make an ice-cream shake by going to a variety of fast food joints, ordering a small milkshake at each, then taking them home, shoving them into a blender, straw, cup, lid and all, and then just lighting the thing up. Drinking this shake means that sometimes you’ll get strawberries and chocolate, and sometimes you’ll get strawberries and small shards of plastic.

Also, the game is cakewalk fucking easy. You’ll spend more time being annoyed at trying to figure out where you need to go than you will in interesting fights.

I feel bad about tearing things to shit.

Fall Guys: Ultimate Knockout

Because Mario Party isn’t rage inducing enough on it’s own.

If you’ve seen Twitch at all recently, you’ve probably seen Fall Guys. If you haven’t, allow me to summarize it for you: imagine a battle royale game, but instead shooting each other death as teenagers, you’re all happy jelly bean blobs competing in Mario Party style mini-games to be the last person standing.

It’s simple, cute, and amusing, even if it isn’t particularly deep. Some of the mini-games are fun. Some of the mini-games are not as fun (looking at you Perfect Match). Some look like complete bullshit, but actually have some strategy like Tip Tap Toe.

Most the games are at least enjoyable, and the fun primarily comes from watching other players be launched, whacked, and otherwise smacked around, and also by being a winner. There are a few game modes that are legitimately great, like Hex-A-Gone, a multi level Tron style mode, where the last person to fall all the way to the bottom wins. Most of the team mini-games, like Soccer, Egg Collection, and Ball Rolling are also enjoyable.

When I was first writing this post, I actually had a bit where I was going to go into the worse game modes, and tear them apart a bit, but then a funny thing happened: see, with the exception of Perfect Match, most of the game modes are pretty good when the servers aren’t massively lagging. One particularly awful game, Tail Tag, is actually really fun when things like hit detection and stuff actually work.

I think Fall Guys is a ton of fun, and worth playing, but I have a few caveats to that statement. First off, I suspect there is a large section of individuals who just won’t have a good time. If you already hate stuff like Mario Party, or WarioWare, or just battle royale style games in general, you might wanna pass on this one.

Secondly, Fall Guys is a lot more fun with a friend. If you can get even one other person to play with, each game becomes less of a solo deathmatch, and more of a fun mess as you work against and root for each other. I had a lot of fun with the game on my own, but it’s undeniable that the joy of the game is dampened when every other character you beat or get beaten by is anonymous.

Fall Guys is $20 on Steam, and while it does have micros, they’re purely cosmetic, and not for anything you can’t get anyway.

Fall Guys will not cause you to look inward. It will not grant you peace, or force you to confront deep seated fears. But it’s fun. And when you are launched into space, or toppled into the void right as you jump because some rando grabbed you for absolutely no good fucking reason, it will give you something to be angry about other then the unmitigated nightmare that has been 2020.

Quantum League

A mind bending shooter that’s best played with a friend. Really neat unique time mechanics, but not a massive player base.

Update 2/15/2023: Quantum League isn’t 100% dead, but there’s no future updates to the game planned, and there’s no playerbase. That said, the game can still be purchased and played, meaning that I stand by my review. Just now the part where you NEED to grab a friend to play it with is 100% accurate.

I first saw Quantum League about 2 years ago at PAX East, and even though I didn’t play it then, I was interested in the premise. So what is the premise? Simple.

Quantum League is a 1v1 or 2v2 shooter played in rounds, where each round is a 15 second time loop that repeats three times. I enjoy the game, but it can be a little draining after a while, since there are only those two games modes, and you’ll only ever play against humans. For explaining the mechanics, I’m going to talk about the 1v1 mode only.

When a round starts, you have your dude, you have a pistol, and you have five other weapons. The weapons are pretty straightforward, you have a sub machine gun, a sniper rifle, a shotgun, a grenade launcher, and the only funky one, a kinda beam-stick flamethrower. All of them behave pretty much as you would expect from any FPS. In the first round, it’ll just be you and your opponent, and depending on the game mode, your goal will be to either shoot ’em, or be the only person standing on a given capture point at the end of the round, which (big surprise) will most likely involve shooting them. The round will end after 15 seconds, even if you kill them early on.

Loop two is where things get interesting, and where Quantum League really shines as its own game. Like I said above, the game is played in loops, and in round two, you’ll have the same starting locations, weapons, everything else, with the game’s one big mechanic in play: there will now a be copy of you, replaying all your actions from loop one in addition to your normal controlled self. Your opponent gets one, too. They will replay all actions you took in round 1, exactly as you performed them, and they can still be interacted with. In Quantum League, when you die, instead of waiting to respawn or taking other actions, you instead just continue playing, but as a ghost. Your ghost version can’t interact with anything, damage anything, or score. But it can still shoot, move and otherwise do whatever it wants, because there is a very real chance that at some point in a future loop, you might kill the killer before they kill you, and as such, your clone will suddenly remain alive instead, meaning that its actions are now a resource you can use.

Loop three is the same as loop two, except with clones from round one and two, and one big difference: rounds are only scored at the end of loop three.

This time mechanic is the thing that turns Quantum League on its head, and is what makes the game completely different from almost any shooter out there. The key to winning in Quantum League isn’t pure twitch reflexes, or more accurate aim, but to plan your actions, recognize what your opponent will do in response, and then move to anticipate their future actions.

Here’s an example: Iin any given loop one of Quantum League, my preferred weapon is the sub machine gun. The SMG is a medium range weapon, losing at long range to the sniper, short range to the shotgun and beam rifle, and lacks the inherent area denial and angle capacity of the grenade launcher. So why pick it? For me, the SMG is the most effective continual area denial tool in the game. My plan is to move up behind cover, fire a few shots down various angles that I suspect my opponent may try to use in future rounds, punishing them with chip damage if they do, before finally actually moving to try to take out my opponent and win the round. In short, I’m not even shooting at my opponent, I’m shooting at where I think they’ll be in the future.

And this is just a small fraction of the sorta neat stuff you can get up to. There are also respawn globes and a few other mechanics that make the game even mind melting then it starts out as.

The only two big gripes I have with Quantum League are the hyper competitive nature of the game, which makes playing it for a long period of time fairly draining, and the lack of other game modes.

If Quantum League sounds like your sort of game, you can get it on Steam and it looks like a Switch version comes out soon as well, but I haven’t played it. I really suggest find a friend who also interested, because that way you can do 2v2 matches, and 1v1 matches if no one else is playing at that point in time. The game’s player base is still pretty small.

A Short Hike

Be a bird, climb a mountain, fly around and stuff.

A short hike is a fun, simple collect-a-thon in which you try to climb to the top of a mountain. It has a very Animal Crossing aesthetic, and the actual gameplay often reminds me of Breath of the Wild. It takes maybe 3-5 hours tops to “Finish” the game, and it probably has some repeatability, but more for exploring the island, and less for mechanical challenges.

Also, I almost didn’t play it, even after downloading it, because I’m an inverse elitist, and kinda assumed it was a Firewatch-esque game novel.

Whoops.

A Short Hike is well named. You’re quickly introduced to the main character, her aunt who she’s staying with on a small island with a mountain in the middle, and okay, now you’re playing the game. There is a given reason for having to climb the mountain, but it’s not really that important in any way.

The game is played from a top down isometric perspective, like Animal Crossing, and a decent amount of time spent trying to get to the top of the mountain is going to to be spent looking for various items, golden feathers, and other interesting things. The general structure of gameplay is, “Follow a trail, hit a roadblock, find a way around the roadblock, or start exploring,” or at least I think that’s what the structure is supposed to be. My gameplay structure was more, “Follow the trail, find something interesting, get distracted by it, search around, find some treasure, chat with some folks, and then remember that technically, I’m supposed to be climbing a mountain.”

I have one big gripe with the game, and it’s that the flight controls are a bit cumbersome. Looking at the game afterward, I suspect it’s because the game might be intended to be played with a controller, instead of mouse and keyboard, but it can make some of the bits near the end a little tricky.

Lemme explain what I specifically mean. A Short Hike has a locked camera, and said camera seems to shift when you enter certain spaces/move through a given zone. This isn’t a problem while walking, but when you’re flying/jumping, if you pass through one of those barriers, the game has a habit of re-orienting your bird, and all of sudden, your inputs make the character fly in a different direction then intended. This can also be tricky if you’re trying to land on top of things far below you. It’s my only real issue with the game, and I suspect it might just go away if you use a controller.

Overall, I had a lot of fun with A Short Hike. It’s a few hours long, and it’s $8, which seems about fair to me. You can buy it on Itch.io and on Steam, and it was part of the Racial Justice Mega Bundle on itch, so if you bought that bundle a bit back, you already own it! And you should play it!

With 2020 continuing to be the winner of year it is, it was nice to just fly around a chill island and have a good time. Take care of yourself, and stay safe.

Itch.io Racial Justice Bundle – Didn’t Make the Cut #1

All the games I played, but didn’t grab me enough to get their own full article.

A massive amount of the stuff I’ve been playing has been from the itch.io racial justice bundle, and there’s a lot of stuff that for whatever reason, either never grabbed me, or I didn’t feel like writing a full article about. So here are three of the things that were just sorta “Meh” to me, but might be your cup of tea. Or not. Maybe they’re just kinda lousy.

Gladiabots

You have a team of robots. Control them with a robust visual programming languages. Solve challenges with them. I did the tutorial, got through a few levels, and just sorta dropped it. Nothing about it really grabbed me, or made me super interested. I found myself just spamming the same sets of AI over and over, and then tweaking them if they lost, then just spamming them again. For games like this, I feel like the moment that really sells the game is where you try to get some sort of tricky or clever plan to work, and you pull it off. I never had one of these with Gladiabots.

0n0w

For some reason, when I downloaded it, this game was like four gigs. I’m torn between calling it Instagram Filter Simulator and Acid Trip Simulator, but since I’ve never actually done acid, I’m just gonna call it Instagram Filter Simulator.

I do not know why you would play this. It’s trippy without purpose or rules, and by the end felt like I was having a headache. If you have to run a Call of Cthulhu game, and have no idea how to describe things that are unseeable, this might be a decent placeholder. Otherwise, I’d say skip it.

Bestiary

Bestiary is far more “experimental writing prompt” than game. Look at semi-randomly generated pictures of monsters. Write something down. Rinse, repeat. That’s it. It’s amusing for like 5 minutes, but after that, feels pointless.