Become a Fish Wizard. Fight. Kill. Collect silly hats.

Ed Note: We requested and received a few free keys of Fishards after watching the trailer, and being interested. This review is based on the experience with those pre-release game keys. Images are from the Steam Page.

When I saw the trailer for Fishards, I thought it looked neat, and convinced 3 other friends to play it with me. Of that group, I’m the only person who was kinda “Eh” on Fishards, with everyone else generally liking the game, even if they had some criticism. But they’re not writing this article, so lets talk about what I thought about it, and what the game generally is first.

In Fishards, you are a Fish Wizard. By combing the 5 elements, fire, water, earth, slime, and goo, you will cast spells, and defeat your enemies. Each combination of elements produces a specific spell.

While its tempting to compare Fishards to Magikca, I think this is a fairly inaccurate comparison. After going back and playing some Magicka for this writeup, while both games have a concept of “Combine elements for spells”, they both do it very differently. In Magicka, the elements you combine have various properties and rules. While there are specific spells that require you to enter a given combo of elements, just randomly pressing buttons will give you something. For example, if you combine lightning and beam, you get a beam that does lightning damage.

That’s not the case in Fishards. In Fishards, any two elements correlate to a specific spell, with it’s own specific cooldown. It reminds me a lot of playing the character Invoker in Dota 2. Because each spell instance has it’s own cooldown, you can’t really spam the same thing over and over again. There are a few exceptions to this rule, with the fireball and goo-spread spells that let you cast them multiple times. But a vast majority of them cannot be multicast, so you’re forced to switch up spells fairly rapidly.

Another way it’s unlike Magikca is that Fishards is technically stable and runs fairly well. While this is to it’s credit, I also never really found myself super engrossed in the game. If this article sounds kind of…. “Eh” on Fishards, that’s because it is. I don’t really feel strongly about Fishards. It’s neat, but right now, I didn’t really have a huge amount of fun with it.

Here’s the thing though: That’s just my thoughts. Of the group of folks I played with, other folks had some more positive thoughts. One friend generally liked the combo system, even if they thought the spells and other factors needed some tuning. The other two had issues seeing the cursor, but after the Dev’s were told about this, there was a patch that resolved this issue fairly quickly.

You can get Fishards here on Steam for $7. And y’know, that’s probably the right price for it. If the idea of a weird indie top down arena brawler interests you, I’d encourage you to give it a look, and see if you think you’d have fun with it.


Muck isn’t great, but at least it’s free.

Muck is worth playing as an example of how compelling various roguelike elements and open-world survival games can be, even when done in a mediocre context. With that said, I think Risk of Rain 2 is a better 3D roguelike, and Minecraft is a better open-world crafting game. Maybe because Muck was made as a joke. Okay, let’s step back for a minute.

Despite the fact that we live in 2021, people apparently still write rude YouTube comments. I’m not sure why they do this. There are only two possible outcomes when you write a rude YouTube comment:

  1. No one sees your comment, no one cares, and you scream into the void.
  2. Someone sees your comment, and they feel bad for a moment.
  3. Someone sees your comment, and decides to dunk on you as hard as feasibly possible.

Muck is an example of #3.

I’m going to link the video here, all you really need to know is that Muck was made quickly, mostly to make a silly video, and now has been played a whole bunch.

I’ve only played about 5 hours of Muck, but I’m still going to write about it, because I’ll be damned if I don’t get something out of those five hours.

I don’t think Muck is bad, it’s more that it just isn’t very polished in any respect, which all things considered, kind of makes sense. To my mind, the game has more in common with roguelikes than crafting/open world survival games. I say this because in my experience, you don’t actually spend a lot of time building bases or structures like you might in say, Valheim.

Instead, you’ll toss up a few walls, build your crafting stations, and then desperately scramble around looking for food, supplies, and powerups before night falls, and enemies attack. If you’re playing multiplayer, there might be some division of labor on who exactly is trying to find what, but it’s basically a non-stop rush to get lumber to craft a workbench to craft a pick to mine rocks to make a furnace to smelt ore to…. you can probably see where I’m going with this. In any case, at some point, you’ll notice the sun has gone down, and you’re being mauled by goblins. Or wolf-shaped things. Or what appears to be a flying anemic dragon.

If you manage to kill them, they’ll drop some gold, which you can spend to open chests containing permanent buffs, similar to Risk of Rain. If I had any actual complaints, it would be that these buffs tend to be fairly dull, such as faster move speed, faster attack speed, more damage, etc. Nothing about them really lends itself toward being build-defining, or letting you choose a playstyle.

At some point you’ll either die, and restart this entire process (or just quit), or you’ll build up enough weapons and armor to start actually trying to beat the game. Unlike many other games in this genre, Muck actually does have an ending. You win by beating a few bosses, collecting some gems from them, repairing a boat with said gems plus a bunch of other supplies, and choosing to leave. Then there’s a final boss fight, which might just utterly shred you if you get unlucky.

You’ll notice I haven’t said much about combat in Muck, and that’s because it’s as barebones as it feasibly could be. You have swords, you hit people with them, and you move away from them when they do an attack to dodge their backswing. Some enemies shoot projectiles.

And that’s pretty much everything that makes up Muck. I don’t have too much to say on it. Its a free, incredibly barebones randomly generated survival game with roguelike elements. It doesn’t do anything incredible, but it’s also not trying or claiming to do anything incredible. There are worse ways to spend your time, and all the better ones cost money. If you’re really bored, and everyone in your friend group refuses to buy new games ever, consider grabbing Muck for free on Steam.

Back 4 Blood Beta

My friends review the Back 4 Blood beta so I don’t have to!

Back 4 Blood can’t seem to decide if it’s a spiritual sequel to Left 4 Dead or not. On the one hand, the marketing, dev team, aesthetics, all scream Left 4 Dead. On the other hand, the subreddit for the game keeps saying that it’s unfair to compare to the two, c’mon guys.

If you haven’t played Left 4 Dead, here’s a brief overview of the structure of the game. You play as a group of 4 survivors, you start in a safehouse, and try to make it to the next safehouse while shooting, beating and running from the undead. I think the shortest way to describe it would be “Co-Op Horde Shooter”. In addition to the normal zombies, there are special infected who have a few special abilities, you have the ability to res your friends when they get downed, and you have to manage ammo.

B4B adds a few systems, including a stamina system shared by melee and sprinting, and a card system that seems sort of like a rouge-like. Oh, and attachments for your guns. Cool. Overview done, lets get to the reviewing.

I think the Back 4 Blood beta is garbage. The thing is, I haven’t really even played the game, and I don’t like the genre, so I figured I’d ask my other friends I played with for their feedback. So let’s see what these other folks thought, shall we?

Stop comparing it to Left 4 Dead guys, that’s not a fair comparison! It’s just marketed the same, and by the people who made Left 4 Dead.

Person 1 – Likes the genre. 100+ hours between the various Killing Floor games. Unknown amount of time in Left 4 Dead.

“It’s not worth $60 and the things that are missing are fundamental. The net-code sucks, there’s a crazy amount of rubber banding, all the time. Bot AI sucks. This game requires you to have 4 people that contribute at least to a minimum amount, and the AI is so garbage, it simply can’t pick up the slack.

Matchmaking sucks, it takes forever, and matches you into games that are literally just ending, or about to run out of continues. Lobbies closing also seem bad, cause when you run out of continues, the game just kicks you out. Reload animations are kind of jerky.

A lot of the weapons feel like they need more balance. I do like that the hitboxes for the head are massive, like twice as large as the head and I like the new systems they’ve added. The card system is neat, I really like the stamina and melee system. The problem is, though, even if the new systems are cool, the fundamentals to making the game fun just aren’t there. I’d pay no more than $20 for it in its current state.”

Person 2

“I love it, but the bots need to be infinitely better. Matchmaking just kind of sucks right now,but I’m sure it will be fine eventually. Netcode feels awful, you rubberband like shit. I know some people complain about gunplay, but I think that’s pretty good. You should be able to remove attachments from guns. Difficulty scaling needs tuning. Feels like there needs to be 4 difficulties instead of three. AI director is kind of shit. I like the card system, and the ways to build into classes. Telling specials apart is hard.”

Update: This individual is still pre-ordering the game.

Person 3 –

“The two minutes of gameplay that I got to see between two hours of disconnecting, uninstalling the game, and then trying to launch the game on anything but the lowest settings was okay I guess.”

So, there you have it. The Gametrodon survey. I had more fun shooting my friends with guns in the rifle range than I did in any of the missions I played. So yeah. Right now, I absolutely won’t be buying Back 4 Blood based on the beta. It was just kind of trash, and since it comes out in three months, I really don’t expect it to get that much better.

What is… Deep Rock Galactic?

Rock and Stone, Brother!

Deep Rock Galactic is a cooperative PvE first-person shooter. You and your friends are a team of space dwarves, mining ore among the stars. The core game is about you and your team of up to four other players trying to complete whatever dig you’ve signed up for this time. While the game does have procedurally generated maps and a variety of mission objects, the thing that sets it apart is how it handles its classes.

Deep Rock Galactic breaks away from the Holy Trinity of Heals, DPS, and Tank. Instead, any player can play any role when needed. The added spice is that each class also excels uniquely via pure utility by environment interaction.

The game’s four classes are the Engineer, Scout, Gunner, and Driller. Each of the four classes can do great damage, great support, and some form of escape or defensive mitigation for the team. For example, the Engineer has a platform gun that can create platforms in the environment. You can use these platforms to build choke points to funnel glyphids (the game’s bug enemies), or as a safe pad to land on in an emergency escape, or to make a bridge across great divides.

The Scout’s specialty is to provide vision to the team via his flare gun. Without his flare gun you could get surrounded by unseen glyphids in the dark at a moment’s notice. He is the most mobile role of the squad, best for filling in any gaps of defenses or daring rescues. Gunner has the highest sustained firepower, and also the best defensive ability in the game: the bubble shield which blocks projectiles as well as regenerates allied shields. Driller’s specialty is obliterating wide hordes of small glyphids through bombs or fire, or freezing boss enemies, making them stunned and vulnerable for the team to destroy. Driller’s drill gauntlets allows him to make tunnels straight to evac, or shape the terrain to his advantage as well.

There are also general character perks that you can earn that apply to all classes. These upgrades are generally straight increases to damage, survivability or cool new ability that’s always good. When choosing between upgrades of the same tier they are mainly trade offs or side-grades. Deciding which upgrades you want allows you to tailor your dwarf to play your way—which is really fun. If you are a min-maxer, you can look up guides for best upgrade paths to unlock first, but I’d recommend against it. Overall, experimenting with all of the upgrades and discovering what works for you is the most fun for getting longevity from Deep Rock Galactic. It’s a slow burn of a journey and not about getting max power ASAP.   

The game can be played in single player mode but I wouldn’t recommend it. Thankfully, the game enjoys a large player base where you can always find a lobby for whatever mission you want to do.

That said, I found the end game raid missions difficult to do with just random players. These missions are called “Deep Dives” and give out unique loot that can change your class by modifying what your guns do. Some modifications just swap the elemental damage type of the weapon, but others fundamentally alter your gadgets to do something entirely weird and new. For example, one piece of loot makes it so when you shoot your shotgun at the ground, you jump higher. This is just one of tons of possible changes you can apply to your gear, although the limit is one per gear piece so you can’t stack a bunch of modifications on one gun.

Deep Rock Galactic has limitless stuff to unlock, and I imagine it’d take hundreds of hours to unlock all the talents, gear, and cosmetics the game has to offer. The available missions are rather diverse, but you’ll probably find some you like more than others. The game has consistent updates, and is currently in the process of adding a 3rd weapon choice for all classes, as well as doing balance revisions to all current weapons and talents, with an estimated patch release in quarter 3 2021 (sometime between July and end of September).

If this sort of thing sounds exciting to you, here are some my tips for starting off:

  1. Feel free to mix up team compositions. For the most balanced gameplay, 1 of each class seems best, but for some mission types you may feel like more than one of a class might suit it better.
  2. Nothing wrong with taking it slow. When starting out I’d recommend a hazard level 2 or 3 mission at most (hazard levels are just difficulty level: 1 is easy, 2 is normal and so on). Then when you feel like you can handle it, increase hazard levels for better rewards. I’ve played about 90 hours since the launch and promoted each class about once. Personally I wouldn’t recommend trying hazard 5 or higher till you’ve promoted a class… but hey, you do you.
  3. Take advantage of those credits! Deep Rock Galactic has a deep character progression system where the credits and materials you earn from missions can buy tons of upgrades to specialize your class a lot.

I think it’s a gem of a game, and if you had to pitch it to a friend in like 10 seconds, I’d say, “It’s like a co-op shooter like Left 4 Dead, fused with looter-shooter talent leveling and survival game terrain manipulation like Minecraft, but you are an awesome high tech space dwarf squad, killing the zerg Glypids.”

4.5/5 Etrodons is my overall rating. And when you do play the game, remember to hit “V” to ROCK AND STONE, BROTHER!

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.