Holocure

Holocure is a Hololive-inspired fan game in the shape of Vampire Survivors. If you haven’t heard of Vampire Survivors, it’s a 2D roguelite where you try to survive as long as possible. If you’ve never heard of Hololive/Vtubers, I’d suggest this video by Gigguk. While some of the specifics are bit out of date, the general coverage and explanation of virtual idols is handled really well.

If you’re already into Hololive, Holocure is a fantastic sort of love letter to the talents, and the fandom around them. All the enemies are mascots of the HoloEN branch, and all the items are in-jokes, or reference to various moments from Hololive history. The level of care put into everything is fantastic. I watch a lot of Hololive content, and so perhaps unsurprisingly, I also enjoy Holocure quite a lot.

That said, even if you have no idea what Hololive is, or don’t care to learn, Holocure is still worth checking out for its core gameplay. So let’s talk about that!

You start by picking a character to play as. There are 11 characters, 5 of which are unlocked from the start, and 6 of which can be unlocked with an in-game lottery system (don’t worry, it doesn’t use real money). After this, you’ll pick a game mode. Currently there are two modes, Stage and Endless. In Stage, your goal is to defeat the boss that spawns at 20 minutes, and in Endless, your goal is to just survive as long as possible.

Regardless of which mode you pick, you’ll get dropped into a large field, and the game actually starts. Enemies will spawn in, and move toward you. If they touch you, you lose health. Lose all your health, and it’s game over. When you defeat an enemy, they drop exp. Pick up enough experience, and you’ll level up and get presented a choice of several items and weapons.

This is as good a time as any to cover the aforementioned systems. Each character starts with the first level of their unique weapon, but can hold up to six more. Weapons fire automatically. Some fire in a direction determined by the player, and others fire in a completely random direction. This is actually a good thing, because you don’t have to spend as much time aiming, and can just focus on dodging everything being thrown your way.

In addition to weapons, there are also items and passives. Each character has 3 unique passives they can level without taking up a slot, and 6 items slots. Items have various passive abilities, for example, one gives regenerating shielding, and another buffs your damage if you go an amount of time without being hit.

The end result is that each run of Holocure feels different, while still giving a fair amount of agency in choosing between the various items and weapons that show up to pick from.

As a fangame, Hololive doesn’t cost anything, and you can download it on itch.io here! The game also has an official twitter here, and a larger content patch is expected later this year, sometime around September.

Mini-Games – Peglin Demo and Crow Story

Two free things, ones a demo, and ones just a short game to check out.

Today we’re gonna be talking about two very different games, with… actually pretty much nothing in common. Maybe the amount of time it takes you to play through them? They are respectively, Peglin and Crow Story. Oh, also, they’re both free.

Crow Story is a very short 3D platformer. Playing through the entire game will take you less than an hour. You control a tiny little crow, and you try to make it to the end of each level. There is a story, but it’s told without dialogue, and it’s kind of “Blink and you’ll miss it.”

There’s not very much to Crow Story, but the game doesn’t ask much for your time, and as such it’s a perfectly reasonable way to spend an hour, just hopping around, and swearing when you screw up and get thrown off a ledge.

It’s a small, simple project, but it’s a complete project, and I think that’s worth praising. You can play it here.

Peglin is a roguelite game that uses Peggles breakout/pachinko style mechanics for dealing damage. You venture from area to area, collect items, and just try to survive. Right now it’s just a demo on Steam, but it could turn out to be something fairly interesting.

While I’m not sure how I feel about the trend of “What if we took X and bolted on Roguelike Mechanics?”, I like it a hell of a lot more than “What if we took X, made it a freemium mobile game, and added a lottery ticket system?”

You can play the demo here.

That’s all I’ve got for now. More posts up later this week. Dishwashing has been brutal recently.

Orna

Orna is an interesting augmented reality game, with an focus on the “Game” bit.

Orna is an augmented reality game in the general vein of Pokemon Go. Where Pokemon Go is heavy on the augmented reality and sometimes forgets to be a game, Orna remembers that AR games are supposed to actually be… well, games. In general, it functions as a semi-procedural RPG. There are monsters to fight, dungeons to explore, quest givers, inns, and shops.

You can filter what shows up on your map by what you’re looking for, including only showing enemies, or only showing larger bosses.

Like Pokemon Go, you have a sphere around you that dictates what you can interact with, and if you want your character to move, you need to move around in real life. The game world is overlaid on top of a world map, and you tap nearby things to interact with them.

Perhaps the biggest difference between Orna and most other augmented reality games I’ve seen is that Orna is focused on being a game. While combat starts out as a fairly simple affair, leveling up gives you the ability to unlock and switch between additional classes. The higher tier classes give access to additional skills, abilities, and skill slots, letting you bring more moves into battle.

For example, earlier in the game I had a thief who turned into a magic wielding wizard. I would buff myself up to be able to dodge attacks, then just stab people a bunch. After a while, I found that not having access to elemental abilities was making it harder to defeat certain enemies. So I switched over being more of caster.

Before I stopped playing, I’d rebuilt again into using physical damage, but casting low-mana cost spells to apply elemental damage of various types to my attacks, while trying to lock the enemy down with sleep and other status effects. This only worked because I’d unlocked a high enough tier class to bring in about 8 spells to battle, and ran a pet that had a chance to heal me each round, so I could just focus on damage and status effects. So there was quite a lot of build variety available to me.

You start out with just two skill slots, but you get more as you unlock higher tier classes.

The end result of all of this is a reasonably in depth system that, oddly enough, illustrates something to me that I hadn’t thought about too much before. Why do so many Augmented Reality games lack in-depth mechanics? The answer, I realized, is because outside of all this combat, you are at least in theory supposed to be playing this game while wandering around outside. In games with in-depth combat mechanics, combat actually requires attention and planning. Trying to play Orna and not walk into people/traffic/road signs is actually pretty tricky.

Instead, I often found myself pausing my walk in order to finish combat encounters or larger boss fights. Orna includes an auto-attack system to get through fights while not paying attention, but using it tended to result in me getting my ass handed to me. A level of attention and focus was necessary to actually win.

Most of the game’s secondary systems also run into a similar problem. There are dungeons, which are a longer gauntlet of battles, and you can’t pause or anything between. There’s the arena, where you face off against other players’ builds controlled by the AI. Both of these can be a bit tricky, and require you to actually be careful with your moves.

On the flip side, there are some systems that encourage moving around, at least a little bit. You get quests through daily random quests, from quest givers, or from other sources. Some quests just ask you to “explore” and walk a certain distance. In addition, there’s a territory capturing system that gives you bonuses for a time period for beating the mini-boss controlling an area.

No, the blue currency isn’t premium, it’s Orns, used to create various buildings and unlock new classes. But you can’t buy it with real money.

You can also construct various different types of shops and buildings to provide additional passive income, and other boosts and benefits. Some of these buildings can be seen and used by other players, while some can’t. But if you want you can choose to make the public ones private. In theory, this would let you wander around and discover other players’ structures, but in practice, I mostly just built everything in one place, and never left that area.

There are a bunch of other systems, including upgrading items, socketing gems into items, fishing, and various multiplayer raids, but I haven’t played around with them enough to really know what to say.

Look, this photo of my gear is just here to pad out the article.

And that’s a general overview of Orna. An interesting augmented reality game without excessive microtransaction bullshit, but which is sometimes a bit hard to play because of how many mechanics and systems work. Or at least, difficult to play while not getting hit by a truck.

If Orna sounds cool, or you want to play something that requires you to walk around a bit and isn’t Pokémon Go, you can find Orna on the Apple App Store and Google Play store if you just search the name. If you’re not sure, there’s more info on the game’s webpage here.

Halo: Infinite – Multiplayer

The actual gameplay is great. Everything else feels half-baked.

When actually playing the Halo: Infinite multiplayer, it’s fantastic and an incredibly enjoyable experience. Everything that isn’t actually playing the game, though, kind of sucks.

Halo: Infinite is the 6th mainline entry in the Halo series. Or something like that. I guess we also have Halo: Reach, and Halo: MCC? But Halo: MCC is a remake, sorta, and Halo 5 should never have been released. So with a bit of creative math, we can pretend that Halo: Infinite is the 6th game. Whatever, I’ll probably edit this bit out later, so it doesn’t matter. The point is, Halo has been around a long time.

If you’ve somehow never heard of or played Halo, this next bit is for you. For everyone else, please skip ahead.

Halo Crash Course

Halo is a first person shooter, developed originally by Bungie, but the series is owned by Microsoft at this point. Currently the series is developed by 343 Industries. It has both multiplayer and single player components. For the purpose of today’s review, we’re just looking at the multiplayer portion. As far as first person shooters go, there are three main things that differentiate Halo from other FPS games: the health system, the guns/gunplay itself, and the generally higher time to kill. All three of these are somewhat present, so we’ll cover their presence and implementation in Halo:Infinite. We’ll cover them quickly here.

  1. Health System – Players in Infinite have two types of “Health:” these are Health and Shields. While a player has shields, all damage dealt is equivalent, regardless of where the shot lands. Bodyshot vs headshot makes no difference while a player still has shields, but the second the shields go down, headshots are meaningful again. Both health and shields start to regenerate after several seconds out of combat.
  2. Guns/Gunplay – All guns are not made equal. When a player spawns in, they either get an assault rifle and pistol in unranked modes, or the DMR in ranked modes, and 2 grenades. There are no loadouts or secondary options in Infinite. Instead, there are weapons spawns scattered around the map. The length of time it takes for a weapon to respawn ranges from fairly short, to a sizable portion of time for the game’s Power Weapons. Power Weapons have fairly low amounts of ammo, in exchange for being incredibly destructive and often being able to one-shot other players. They include the classic rocket launcher, and the sniper rifle, along with new additions such as the skewer, and cindershot. You can only carry two weapons at once.
  3. Time to Kill – Generally speaking, it takes far longer to shoot someone to death in Halo then it does in other similar games. Unlike games like Valorant or Call of Duty, where getting the drop means you just win the fight, engagements in Halo tend to be more prolonged events where you actually get a chance to respond.

Okay, so these are the main things that differentiate Halo in terms of gameplay feel from other entries in the FPS genre. Crash course complete. So now let’s actually talk about Infinite.

The Good Stuff About Halo Infinite

Price – The Halo: Infinite multiplayer is free.
Not having to pay any money for something is almost always good. Of course, it also means that the game is going to try to get it back from you somehow, but at time of writing their are no in-game advantages that can be gained by spending money.
Guns – They’re good, and they feel good.
It’s that simple. With the exception of the shotgun (which feels bad), and the plasma pistol (which has always been garbage), everything here feels good to use. The assault rifle isn’t trash for once. The pistol is solid as a secondary, and the new weapons like the Hydra have some cool alternate fire modes. The skewer is a rocket propelled crossbow. The cindershot fires big blasts of plasma. The ravager needs its shots charged, but has some really cool area denial options.
Maps – They’re all fairly solid, and feel good. They do get re-used a decent amount, but they all feel good to play on, regardless of game mode. There’s no map that feels unbalanced or completely broken.

The Bad Stuff About Halo Infinite

Maps – Not enough of them.
Wait, maps was just up above in the “Good Stuff Category.” Why is it here? Easy. There are currently only 10 of them. Three 12v12 maps, and seven 4v4 maps.

A friend said that Halo 2 shipped with like 20 or so. So why is this shipping with 10?

Performance – Long loading times are too god damn long.
Exactly what it says on the tin. It takes me just about 2 minutes to go from clicking the “Play Button” to the point where I can actually move around and fight someone. I have no idea why these load times are so long, and this is on a 1080, but it’s still annoying.

Playlists – There are only 3 of them.
Probably the biggest issue on this list, honestly. Right now, the only playlists that you can choose from are 4v4, 12v12, and ranked. And that’s it. No team slayer, no CTF. The only thing you choose is how many people are in a given match you queue into. Look, I don’t want to play Total Control. It’s a shit game mode. Let me opt out of it. Let me make custom playlists. Let fiesta be an actual normal game type instead of a special mode.

Cosmetics/Microtransactions – Price is high, grind is too.
This is the thing that’s gotten the most media attention and player frustration. Frankly, I think it’s the lowest priority item on this list. Yes, 15 dollars for a skin is stupid. Yes, 20 games per level in the battlepass was dumb. But these are all additional little flexes/addons. They aren’t where I would be focusing my efforts if I wanted to make Infinite more enjoyable right now.

Conclusion: I’m not quite sure yet.
Halo: Infinite being free is nice, but I found myself asking “How much would I pay for this right now?” and the answer is “Not fucking $60.” What currently exists really feels like a networking test, or a bit half-baked at the moment. Right now my advice would be something like this:

If you like Halo, download and play Infinite until you stop having fun with it, and maybe come back in a few months to see if the content and performance issues have been fixed. If you don’t like Halo, but want to play a Halo game/FPS, buy the Master Chief Collection instead. Yes, MCC is $40 for the full package, or $10 per game if you want to buy them bit by bit, but they’ve got the full single player campaigns, forge, and all the other good stuff that makes Halo… well, Halo.

A Buncha Steam Demos

Usually this would be good, bad, and ugly, but today we have weird, weirder, and still pretty weird.

Last week was the Steam Next Fest, a great chance to check out a whole bunch of demos of new games! Of course, I did not do that until yesterday when it turned out the entire event was over.

So instead of information about games promoted via Steam Next Fest, I went, downloaded a bunch of demos in the first three pages, and played them. So here we go.

Cthulhu Pub

Time Played: 45 Minutes

Genre: Simulation/Tower Defense

Thoughts – In theory, Cthulhu Pub is a game about building a restaurant for Elder Gods, and keeping it from being assaulted by things that want to destroy it. Of all the games on this list, I would say this one is in the roughest shape. I had to restart quite a few times before I figured out how to just… start the game without running out of money before finishing the tutorial. There are mechanics that aren’t explained, and it’s just generally kind of buggy and starts to slow down when you get a fair amount of monsters on the screen. But, it was weirdly compelling enough for me to keep trying until I figured stuff out, so it’s got that going for it.

Magical Girl D

Time Played: 12 Minutes

Genre: Pornographic/Erotic RPG

Thoughts – Magical Girl D is an RPG where you play as a magical girl with a dick. The demo had three visual novel style sex scenes, and the PC had one non-basic special attack. I feel like those two sentences really capture everything you need to know about this game demo to decide if you want to play it.

横戈

Time Played: 13 Minutes

Genre: RTS/Base Builder?

Thoughts – This might be a good time to mention I can’t speak Chinese, because this entire demo was in what I assume was Chinese. It could be something else. It’s some sort of RTS, but again, the whole “I can’t speak Chinese” thing meant I didn’t get through the tutorial.” But, I mean, it seemed kind of cool.

Fishards

Time Played: ~2 Hours

Genre: Top Down Arena Brawler

Thoughts – Fishards is a neat little arena brawler, and I’ll most likely write more about it than just this little blurb. You are a fish wizard, and you try to kill other fish wizards in multiplayer battles. I’d say it feels like it has the most in common with Magicka, as you summon spells by combining various elements. Unlike Magicka, it actually runs on my computer.

Legends of Mathmatica²: Under the Shadow of Certainty

Time Played: 13 Minutes

Genre: RPG

Thoughts – I didn’t play a huge amount of this demo. The combat itself is much better than the other RPG on the list. The combat is a sort of real time charge bar system. Each character in your demo party has multiple meaningful attacks. I got to the first mini-dungeon, then went to do something else. With that said, the writing was… present. It was there. I did not really care for it.

Treasure Tile

Time Played: 9 Minutes

Genre: Grid Based Diablo?….

Thoughts – I didn’t play a huge amount of this one. Treasure Tile feels like someone took an old roguelike, removed the permadeath portion, and strapped in Diablo/ARPG mechanics instead. While the game has some beautiful graphics, the combat itself just felt kind of off to me, and aiming skills felt difficult.

As always, thanks for reading, and if any of these seem interesting, I encourage you to play the demos yourself. Also, if anyone can tell me what that RTS game is called or how it works, that would also be cool.