[LEGACY] Midnight: Submersion – Nightmare Horror

I think the steam review by nbartley1998 sums this game up completely.

“Load game
Confused immediately
Walk outside
No directive
Get punched by slappy the dummy
Uninstall game
10/10”

Once again, another horror game that I was excited to play, once again another horror game that I have uninstalled and will never touch again.

Keymailer once again has supplied me with what I thought was going to be the next Kraven Manor, spooky mannequin-esque looking art puppets, littered around an abandoned and ruined town/village. Instead, what was delivered in this game was a walking simulator where you pick up pieces of paper with information and listen to a radio.
I say this because I didn’t get much further than the first area of this game; after having to play through the first area 3 times, I was almost already done.

You start off with the typical horror cliché of waking up somewhere that’s not your bed, I have nothing wrong with this cliché, I just have to point it out. From here you get a torch and are told to leave the room, I, however, could see nothing as when it had told me to grab a battery and to replace it, it was extremely lacking on the part of telling me how to actually “do the thing”.

Restart the game to try again.

Once again waking up, paying SUPER close attention to the instructions and picking up the battery, once again I stand right in front of the door that I assume I will be exiting the building via before my battery runs out. Assuming that this area, considering it was literally a wall of windows and the door itself had windows, maybe I’d be able to see? Nope, the lighting in this game is terrible.
And again, paying close attention to the instruction did me no service, the battery would not change in the torch, the light went out, and the door would not open. I got understandably irritated and started jumping everywhere around the room I was currently locked in, completely blind due to the lack of battery changing, and managed to glitch myself into a bed.

Restart.

Zoom, up out of bed I got, I picked up that battery and I looked everywhere. Anything, anything, have I missed anything at all???. I found nothing, it was only that one battery and only that one door, and as the torch started to fail on me, I did what I had before and darted back over to that door.
All this time, in all my “playthroughs” the music had been unnecessarily suspenseful, like the darkness was dawning on me, trying to eat me, but as much as I would’ve blamed it on my inability to change the battery it’s my 3rd attempt, the music is not phasing me any more and is actually annoying me.

The light went out, and I stood at the door, I reclined back in my chair, defeated. Gaining back some will to play, I pressed every button on my keyboard to no avail. My chat pointing out to me that the game was bad, all I can manage is a cynical and snarky “Yes, yes it is…”.

So once again I let out my frustration on the game, this time by pressing my “R” key just about as hard and fast as someone trying to take over their local Pokémon Gym on Pokémon Go, but with just a sprinkle of hate.
And suddenly, on maybe one of the longer pushes, or perhaps it needed to be hated, it worked.
Wow, amazing.

Okay, so I’m out now. What do I do?
The game has completely no directive or incentive to do something and has you aimlessly wander around gawking at things that aren’t scary (perhaps for people who’re afraid of mannequins, possibly…) and suffer the game’s fatal attempt to create a terrifying environment.

Don’t get me wrong, this game, without all its jumpscares and loud noises and blatant attempts to be scary, is actually very eerie. The setting and the placement of the mannequins really work, the environment outside the playable area is excellent too, eerie as heck. I feel like this game has done too much in some areas and not enough in others. Trying way too hard to be scary too early and not enough on the actual playability of the game and the ease of playing.

To put it down to a tee, this game has the makings of a standard horror game.
It uses tropes such as the refillable battery that has been overused since Outlast, the concept having existed before then, Outlast making every horror developer thinking they need it in their game.
You don’t need it in your game for it to be a good horror game.
Using wandering around with a semi-cut path for you, using the one road up the centre of the town/village to navigate your way through, finding notes with people’s personal logs and mostly irrelevant information.
Only one of these notes is actually helpful, being right beside the padlock with the number combination, a little too easy, but it’s the only one that actually was relevant.

After walking around the entire village, seeing a mannequin walk all creakily, rub my groin against every fence to see if I was missing a way out to get to the big factory behind the town, parkouring into ruined buildings that had nothing in it and getting right up in every mannequin’s personal space I was then socked in the face by the very last mannequin I encountered.
I’m calling him Barry.
Barry socked me in the face.
I’d walked past Barry before, and he was a regular mannequin, he looked as if he was having an argument with his mannequin buddies with the way he was posed, but I never went up to see what was happening before, other things took priority. On coming back to see if sticking my face in Barry’s face would advance the game any further, it initiated an in-game cutscene where he just started moving, grabbed me and socked me in the face. Rude.
Oh, and to note, this restarted the entire game and all my progress was lost. Barry, who looked like every other mannequin, has the ability to kill me and my game. With no warning or “eerie music” or anything to ward me away from doing such a thing, Barry has the ability to just smite me.

Screenshot from Kraven Manor, an infinitely better mannequin horror game.

There will be no pros and cons.
It’s unfair to list cons when the pros will hardly do me writing a list any justice. Especially when it will mostly just be “Game works and looks and sounds good, but that’s about it.
So onto the little chart, conclusion and rating.

Price: £3.99 (Originally £6.99)
Time To Complete: N/A
Achievements: None
Cards: None
Worth The Money: No. This game was quickly reduced to £3.99 for a reason. If worked on, I’d say it has the potential to meet being worth it’s original price, but not right now.

Overall, this game is another one I add to the pile of games that could’ve been something great or even just “okay”, but falls so hard due to paying attention to one aspect of the game over more important aspects. With the massive potential to be another one of those great mannequin horror games that have become horror connoisseur household names, falling flat on it’s face at nearly every hurdle right off the bat. It’s honestly not worth trying to figure out how to progress to the next area.

Zesty Rating
1.5 Out Of 10. As full of flavour as that lemon I bit into at a showroom. Polystyrene.
Another indie horror game that falls flat at every hurdle it attempts right off the bat. Eerie and spooky mannequins, ruined by bad playability and trying way too hard to scare the player too early in the game. Barry slapped me good, right back to the start, so I said “nope.”.


Please bear in mind that this is a repost. There have been slight changes to the post such as spelling and grammar fixes, images added, and things generally organised in the fashion I'd like them presented.  Apart from that, the main context of the review has not changed, opinion has not been altered and everything is sacred. I look forward to writing for you all again.

NOTE: This game is flagged as “Retry”. 

[LEGACY] Alchemy Garden

I am completely in love with this game, and the game is still in Alpha. How is this possible? Oh yeah, a combination of things I’ve always loved, a concept that’s always worked and the fact that the dev/devs are seriously putting in a lot of effort into the game. This game certainly enters my top 10 of games that I’ve received from Keymailer, and it’s not every halfway finished yet due to it being in Alpha stage of all things, not even Beta!

Alchemy garden is a game where you, a budding alchemist, move into a shack outside of town and do it up enough to where not only can you live in it but sell from it too. Like Potion Craft, you go through the day picking your plants and herbs, create potions to your heart’s whim and proceed to sell them to the random members of the public that wander in.
Unlike Potion Craft, however, doing everything by hand, picking every flower and mushroom, and running around the entire outside area. It’s so… tranquil. Not only this, but you can also head into town and interact with the townspeople, not that they have much to say yet. There are two shops within the town, one is a seed vendor who sells 3 different types of seeds with varying rarities every day, and a carpenter who sells tools and furniture.

This game is currently in Alpha stage as I mentioned before, so there are a few things I could pick up on that would make the game better, but nothing too game-breaking.
The recipe book that you note all the potions you made in is not very user-friendly, putting the potions that you make in the book in the order that you found them. This makes looking for the recipe for potions really tedious, as you have to flip through every other potion before/after it to find it again for a customer.
Another thing is that when I was placing furniture outside (I’m not sure if it’s after I slept, or after I saved, quit and played the game a day later) on returning to where the furniture should’ve been, it’d vanished!

There’s another few things with objects like flowers spawning on top of each other, the inside of the cave taking half of your stamina to traverse because you have to jump all the time, and the general finickiness of putting ingredients in the cauldron… but aside from that, this game has the makings of something great, and I genuinely can’t wait until the full release.

Price: £7.99 (Update 10.99 now)
Time To Complete: N/A. However, with the limited potions right now, it took me around 2 hours to get all the plants to create every potion craftable.
Achievements: N/A (Yet) (update 44)
Cards: N/A (Yet)
Worth The Money: For most games in Alpha, I’d usually tell you to steer clear of any that cost money, as you’re “paying to test the game”. In Alchemy Garden’s case, I see this as an investment into what the game can become. So definitely, yes.

I can’t write much more about Alchemy Garden, because there’s not that much more to the game. It still has taken 5 hours out of my life and will continue to do so when I feel I need a little of that cutesy, free will, potion maker and sell ’em game.
With that 5 hours, I did the same thing over and over again, reminiscent of my very much enjoyed 400+ hours of Stardew Valley, and not one time was I bored.
If you’re a person who likes the potion making and selling aspect of Potion Craft, the free will and no clear direction of Minecraft and the endless, enjoyable farming routines of Stardew, then £7.99 shouldn’t be too much for you.
Even so, this game goes on sale more often than I stream. So if you’re still not too sure, you can always pick it up for a steal at some point.

Zesty Rating
4 Out Of 5. That first little pip of pomegranate that’s so full of flavour. And because it tastes so good, you know the rest of its insides will taste the same.
A richly colourful and cute game. Harness nature and pick up countless flowers and herbs to make a vast array of potions. Despite being in Alpha, it shows great promise for a full and addicting shopkeeping game which allows you to go at your own pace.


Please bear in mind that this is a repost. There have been slight changes to the post such as spelling and grammar fixes, images added, and things generally organised in the fashion I'd like them presented.  Apart from that, the main context of the review has not changed, opinion has not been altered and everything is sacred. I look forward to writing for you all again.

NOTE: This game is flagged as “Retry”. 

[LEGACY] Unturned

Okay, so this game review is a long time coming.

Unturned is a game that I’ve spent countless hours in. Excluding the games that I used to play on my Xbox back in the day, when hours weren’t counted, and you couldn’t see how addicted to a game you really were.
It goes as far to say that after a year of playing Unturned, I was already satisfied with the product. Having downloaded it back in 2013/2014, (ass-end of 2013 or early 2014) by the time that 2015 rolled around I had already bought the “Supporter Pack”, or whatever it’s called (Permanent Gold Upgrade).

The Permanent Gold Upgrade was a $5 pack that was purely cosmetics (at the time) and the key purpose was to show your support to the lone, Canadian developer. I’m pretty sure I jumped on that about 3 months into the game.

Along comes 2015, and my first-ever review was for this game:

~“Unturned is an excellent game with great potential. With the latest updates, the games mechanics run much smoother and the crafting mechanics are much easier than first off. Servers are easy to access and a little less glitchy than before when hosting numerous players, but overall a brilliant game in the making, would’ve expected a game like this to cost money. I’m still playing this game after a good 2 years. It’s got better and worse in many ways. *cough cough* nerfing. But I still love the game.”~

I’ll leave in all the horrendous spelling mistakes and horrible grammar, as much as it kills me to look at it. That salt is hilarious, though.
This wasn’t actually my first review, as I believe that I’d made one before that, which was similar to, “its a good game :)”. Steam, however, didn’t have the function at that point where if you edited your review, you could quote the previous version.

After 7 consecutive years of playing Unturned, I am revisiting this review, and the game itself.
For the first year solid, I played entirely single-player, like the little idiot I was. Being 12/13/14, I had the most limited grasp on online lobbies and how it worked for PC. I was a console pleb and the only multiplayer I knew of, I only had to press one button to be opposite hordes of squeaky, screaming, cat-calling pre-teens and teens (If you guessed Call of Duty then you’re correct).

After that year, an update caught my attention, and for some reason I pressed multiplayer. Four years of my life, and it was the only game I played after pressing that damn button.
I found a clan of people that I got along really well with, who in turn really enjoyed the fact I was female, which in turn always got me staff in servers in less than 7 days.
And for the last 2 years playing, once the clan had disbanded as everyone had to go off and be adults, I played on and off after I got my orange beret (which you received after two thousand hours in-game).

This game is worth money, but it doesn’t cost money.

If you’ve not had a chance to play this game before, the best thing I’ve heard it be called is Roblox zombies. Which is somewhat of a compli-sult, really, but I’ll take it.
After playing many more games since then, I can tell you that it merely has the graphics of Roblox/Minecraft, but with that come the endless capabilities that these games ensue, with full moon mechanics like 7 Days to Die. The zombies raid your base, but at a less startling rate than what those of 7D2D do. They are, however, empowered by the moon and have glow-y red eyes, which for a newbie player and people easily startled can give them a startle.
The game is experience-based, and nearly everything gives you experience; from chopping trees, to mining to killing zombies, each gives a varying amount. The experience you then get, you can spend on levelling up skills and abilities, which makes traversing and surviving a lot easier, not only that but attacking, gun accuracy and damage output.
The game also comes with different levels of playing, easy, normal, hard, custom. Which not only alters physical difficulty but the scarcity of food, item drops, the condition of food and items and so on.

There’s definitely a reason as to why the developer was interviewed countless times for this game.

Of course, the game does have its issues as well, like any other game.
The fact that the game is free means that the game will always be populated to a certain extent. However, the numbers have been dropping for a good while.
In my opinion, it’s been dropping the entire time, but the biggest drop was when the “special” zombies were added and several names for zombies, map areas and guns changed.
At the time of the changes, there were a fair number of maps out, and the player-base was split across them in terms of favourites. There was one map; however, that was the least played on. The original map called PEI. There were major changes to this map, as well as most people’s favourite part of the map (a hidden bunker that everyone used to fight over) being completely deleted.
The special zombies that were added were different to the regular zombies. Regular zombies had 3 different types, standing, on all fours and crawling. Except for the “Mega Zombie” who was a massive zombie that could one-hit you with a punch or through a boulder in your general direction.
The special zombies, however, were weird. Introducing zombies that spit acidic goo as they walk, zombies that are coated in fire and explode in flames if you shoot them, and electric zombies that can zap you from afar. Most players at the time were more or less thinking “What the heck is that?” rather than “This is precisely what we need, fantastical fantasy-esque powers for the zombies that were already bordering on perfection.”.
What was messed with was an already fantastic formula of zombie-making, those bland and “usual” zombie designs were all that the games needed, no fantastical elements.

(Editing notes: Going back on this, the supernatural way that these zombies seemed to have these “powers” was what made them ridiculous.
Fire Zombies: Make sense if you’re in a burning building or near one a la 7 Days To Die style, different zombies, different biomes. Fire zombies in fire environments, burning cars, burning buildings, forests engulfed with fire. And would also make more sense as to the firefighter equipment being added. Being in a fire environment depleting the oxygen bar, but slower than when you’re underwater. Also adding to your disease meter, but slower than when you’re in a deadzone.
Electric Zombies: can’t find any reason for them to exist, honestly, but I’d honestly nerf them as they were perfectly capable of sniping you last time I checked.
Acid Zombies: Slightly alter them, instead of having a spitting attack, replace with a “semi-ground pound”. When a zombie falls from a height, have it splodge out “toxic goo” instead. Being in proximity of them causes disease to decrease slightly slower than being in a deadzone. Being touched by them not only taking the regular chunk out of your health but an even bigger chunk out of your disease, leaving also a residual timed effect of slow disease increase.)


If you’ve played a free game before, you’ll be aware of what comes with a free game is no pay-wall. Absolutely no filter to the type of people you come across in the game. This is good and bad in and of itself, but it means you have no idea the age or temperament of someone until their gun is up your arse, cursing, swearing, profanities and the occasional racial slurs.

In terms of bad things about the game itself, there’s not much. There are plenty of things that will be subjective, like the art style and the mechanics; like bullet drop and things. Things that are considered “controversial” within the game’s community.
However, there are certain problems when faced with multiplayer, as a lot of the maps used for single-player. While these maps great for multiplayer, they can’t cope with the number of people building things at the one time (aka Washington, and it’s Lag Wall).
There are unplayed maps like the barren, snow map called Yukon. Which I know many people like, but just not enough people like it for it to be used for any of the multiplayer servers.

Price: Free To Play (Can Buy £3.99 upgrade)
Time To Complete: N/A endless survival game.
Achievements: 63
Cards: 13
Worth The Money: It’s free…. Yes. If they charged the £3.99 for the game instead of an optional extra, it would still be worth it 100%.

Genuinely, if you’re looking at this and considering it, you should definitely pick it up and play it. I made some of the best friends and memories within this game, and I do not regret playing it one bit. I’m always looking forward to the next big thing from the developer of this game (and still waiting for Unturned 2 despite the fact it was supposed to be being released years ago) and cherish it with all my heart.

Zesty Rating
9 Out Of 10.
A free to play, open world survival, zombie game. Created by a lone developer and built with a lot of love and devotion, and it shows. One of the main reasons it’s still a very highly played game today, and has been for a long time. It sustained my interest for over two thousand hours, and if I got other people into it with me, I could probably play two thousand more.


Please bear in mind that this is a repost. There have been slight changes to the post such as spelling and grammar fixes, images added, and things generally organised in the fashion I'd like them presented.  Apart from that, the main context of the review has not changed, opinion has not been altered and everything is sacred. I look forward to writing for you all again.

[LEGACY] Árida: Backland’s Awakening

ARIDA: Backland’s Awakening is an open world game that I was really looking forward to, I saw on Keymailer and immediately requested it. It’s a desert/backlands survival game where you have to keep tabs of your food and hunger while trying to reach a specific place, also picking up side-quests along the way. (Reminding me a tad of the vibe of The Flame in the Flood)
It’s definitely not a catfish game, where it misleads me into thinking something it isn’t or saying that it’s something or not, but I still feel a little empty playing it.

ARIDA: Backlands Awakening starts off really well, having a good starting story and nice little picture by picture cutscenes, representing their situation really well. The town that the main character lives in, used to be a lush, bountiful town, producing lots in terms of cattle and food produce (as it would not make much sense to make a town in a barren wasteland). At some point, the town was engulfed with a drought which severely affected everything within the town. With limited water supply, they could no longer grow enough food, support the cattle they had, and everything eventually started withering and dying.

The town was, however, considered a holy town, and leaving it was taboo, until pilgrimages to a new town where it rained every other day started, splitting the community in two. Those who saw it taboo to leave the holy town, and those who saw the pilgrimage to the new town as a new holy journey and the drought a message from their belief to leave.

After being served the harsh truth about the world a few quests in, you’re also handed your situation, the pilgrimage that you were supposed to join already happened. Something else shit happens, which I’m not going to spoil, and you’re forced to make this pilgrimage all by yourself and leave the stupid priest to preach to an empty town. (sorry, but I think the priest is a bloody idiot, the town is dire, and he still wants to stay despite the conditions. I get being determined, but this is just blind stubbornness due to being overly invested in their religion and sacrificing themselves to trying to prove a point that will eventually kill them.)

So from here you mostly already know what you need to do, you can gather water, make campfires and cook food with the campfire to fill both your food and water bars. The game also has a “heat” meters (I forget what it’s actually called), so in areas where the heat is intense, your meters deplete faster.

As much as I love the absolutely dire depiction of this landscape, barns full of the corpses of dead cows and the horrid sound of swarms of flies in that area, this game “runs like an indie game”. Of course, we need to break the stigma of indie = bad, but when I say that “it runs like an indie game”, people know what I mean.
It’s clunky, unresponsive and when walking over objects you can pick up, or being next to them, the prompt to interact with them doesn’t always pop up.
Failing that, the crafting is a little weird, and using things from your inventory. I made sure to double-check it wasn’t my mouse being fuck-y (I’ve had mouse problems in the past from my Razor Deathadder, despite my Logitech G502 being a sexy fuck, I’d never question your loyalty to me my sexy, sexy computer mouse.) When trying to craft things, the crafting inventory was stubborn to come up, I had to trick it into thinking I wasn’t going to click it to sneakily click it and make it open. When using items in my inventory, for example the drinking water, I had 3 stacks, I clicked to consume 1, and usually, I’d consume 2, sometimes I’d consume them all?

Nevertheless, I feel that this would be a good game to continue and actually go back to if the potentially game-ruining kinks were ironed out. Maybe a solid 6 or 7 out of 10 if it worked the way it should. Currently, with this, and also being another game that kind of bores me after a great initial plot then suddenly bland side-quests and not a lot of urgency, it’s looking about as dry as the drought they’re having.

List, please!

Pros:

  • The game works, it doesn’t crash and has no audio or graphical issues. (As far as I saw)
  • The game is survival, crafting, which is a genre I really enjoy. It focuses on food and drink and not much else, which keeps it nice and simple. The type of crafting that happens is similar to Raft in the sense that there is not a lot that you can craft, but everything that you do craft is almost essential to the plot/survival of your character.
  • Things that can be picked up that are necessary for survival sometimes require an additional tool to harvest them, adding another layer to the game focusing on maintaining and crafting tools to aid in your survival.
  • There are two strong emotional elements at the start of the game involving goats and your grandpa, both really set the tone for the game very well, and just how dire the atmosphere is. For a family friendly tagged game, this game is super bleak, and I love it.

Cons:

  • While the game technically works, it has a few bugs as mentioned. Double-using items in your inventory when you only wanted to use one, being really tricky to operate menus, and being generally tedious in terms of the UI.
  • While the game is a survival game, and elements that are used to make the game harder in some aspects are great, the use of the heat to make things degrade faster is a little too strong (in my opinion). In comparison to the resources that you’re given to survive, I really don’t feel that it’s too balanced.
  • Things being picked up for intended use when crafting would be nice if the option to do so came up when it’s supposed to and not on your 5th attempt rubbing your crotch against it. The action buttons for the game aren’t very responsive, in the way that they don’t always appear where they’re supposed to. Me being a person who loves to pick everything up, this is both annoying, frustrating and tedious.

Price: £5.19
Time To Complete: 2.5 hours
Achievements: 26
Cards: 5
Worth The Money: Honestly, for about £5, yeah, go for it. It’s only a 2-3 hour experience and while it has its bugs, it’s still a reasonable game.

In conclusion, this game is a game that I want, but it’s missing a lot of the polish that I would’ve hoped it came with before being released. If the game was Early Access, then I could forgive it a little more, but due to being a full release, it’s a little more inexcusable. Sure, patches can come for games regardless of EA state, but purchasing a game that still is wonky enough to impact on a player’s experience isn’t something you should expect of a final product.
It’s gritty and realistic, while also being a bit unrealistic in some parts. Somewhat aimed towards a younger audience, with character design and simplicity of playing and language, but somewhat not with its realistic portrayal of death and what comes with drought.

Hands down, a game that should be experienced, but with a fair mind that it is wonky as shit.

Zest Rating
4.5 Out Of 10. It looks delicious on the outside, but disappointing on the inside. Like a white dragon fruit.

The type of game that I love and wished to see in this new, unique setting, let down by a handful of experience hindering bugs and slow pacing after the initial deaths. Bugs making me consume all my water instead of just one canister really hinder gameplay, as the character has sloshing sounds coming from their stomach as they walk due to water overindulgence.


Please bear in mind that this is a repost. There have been slight changes to the post such as spelling and grammar fixes, images added, and things generally organised in the fashion I'd like them presented.  Apart from that, the main context of the review has not changed, opinion has not been altered and everything is sacred. I look forward to writing for you all again.

NOTE: This game is flagged as “Retry”. 

[LEGACY] Do Animals Dream?

Do Animals Dream?

The question that’s asked in the title of the game is not expanded on in the way you might think. The game is nothing to do with dreaming in the sense of what happens when you’re asleep, but more to do with hope and aspirations of animals.
Even so, that’s not really the main aspect of this game I procured from Keymailer this time.

You start the game as a daddy whale (not an alternate version of a bear daddy) discussing with his whale son about Mother’s Day… Or was it their mother’s birthday? Having a conversation about what to give her when- “WHAM!” harpoon straight into the kid’s head. The son starts crying saying that he’s scared and all you can pick from the dialogue options is super existential dread producing stuff like; “This is the way the world is.” and “It’s okay, it’ll be over soon.” and “We all die in the end.”. Each one of these dialogue options resorting in another harpoon being launched into the whale-kid’s body.

“I’m not going to lie, once two harpoons were in, I skipped through this. All I saw was the horrifying dialogue options that the father was saying in a horrible attempt to comfort his son but was just being very cynical and death-take-me” while the son was begging for help.

I saw the warnings for this game and I, like a dumbass, ignored them, brushed them aside as “Hah, how can a game like this, with these cute avatars, actually fill the boots that the warning it gave provides?”.
The game rightfully slapped me around the face right at the start and prepared me for what it held within.

This story is roughly about “you” who happens to be the whale hunter that more than likely killed the whale at the start. Your ship crashed into the island where you find a bunch of talking animals and the main focus is this sleeping lion who is actually poisoned. You set out on a quest to gather the ingredients for the antidote which you somehow know how to make and what to look for, and on your journey meet all the other talking animals of the island.

(I did miss a few animals as it was optional and at the point the game had fucked my brain up that much, I just wanted an ending.)

Through meeting the Chicken who was injected with things to make her legs more plump, but instead ended up falling off. A talking crocodile and a massive pig, you’re not only led to finding the ingredients but also a secret laboratory under a waterfall which hints to animal experimentation gone wrong a la Planet Of The Apes style.

Around halfway through the game I made a cheeky observation of the game, it felt like one of those Vegan Propaganda things that are made every so often. So for the entirety of the rest of the game, I found myself questioning it, is it vegan propaganda?
While sadly, I came to the conclusion that it is not, it verges really close to it. This thought of mine may have been because I was viewing the animals as animals, and not “people” with their personalities. Each one is going through something. Most have some amount of existential dread or such a bleak outlook on life, and those that don’t have either of those things are taking “ignorance is bliss” to a level where it’s just sad.
The lion is suffering the loss of his son, and because he leads the entirety of who is left, the loss of everyone else along the way too. An owl has been constantly berated and told that their hobbies are rubbish and that they should just give up. The chicken has such an overwhelming hatred for humans that it blinds her to (rightfully so) stereotype every human to just be the same.

(Edit: Conclusion changed. This is a vegan game. Maybe not propaganda, but I’m not entirely sure. However, I found this as this is what changed my mind.)

“You” yourself even have a whole existential crisis on the top of “special goop mountain” at full moon. It transforms into the mirror image of you, and you start going off about how you hate yourself, calling yourself names and just being so derogatory towards yourself.
(I have no idea how they managed to steal my inner monologue to create such a convincing “self-hate moment”, but I’m impressed.)

I’m still reeling from this moment. Even looking at it actually makes me really uncomfortable, as it hits really close to home. Regardless, let’s get some pros and cons.

Pros:

  • The game works well, no graphical errors or audio bugs.
  • A warning is given for the type of content within the game, a lot of the time, disclaimers are too obscure and don’t really address what is being warned about. This game does a fantastic job of making the player extremely aware of what’s to come, and it lived up to it.
  • Every single character is believable. Whilst talking animals are not the most realistic thing, the characters are for what they are. A suicidal ant, feeling the pressures of being small and gaining sentience being one of the most compelling parts of the game for such a small moment, yet it’s an ant, can you really draw emotional attachment to an ant? Console it? Encourage it to not give up? Or do you just squish it because it’s an ant?
  • The choices in this game do not have a big impact on the game at all, in fact, I’d say they’re meaningless. Which is a great thing. In a game like this where you are trying to cause and/or show how shit and meaningless these animals’ lives are, conveying that through the fact that nothing will change, regardless of what you do, is fantastic. Giving you no reward for doing the right thing, except the knowledge that you didn’t squish an ant in the best way.
  • The game is adorable. I saw in the reviews for this game that it’s like a horror mod for Animal Crossing, and despite never playing Animal Crossing, I couldn’t agree more. The art style and the animations really work lovely together, and makes for an outstanding contrast to the dark and horrible themes within. It was one of the sole reasons this game subverted my expectations.
  • The game was the perfect length. I don’t say this regularly, as the time of the game is not often a valid point in my reviews. This is maybe one of the few times I will say this, as it’s rare to get something so perfectly neat and tidy as this. The game was possibly about an hour long, yet it didn’t feel like it was an hour, I didn’t feel the time go by. I’d call that a “prefect wee game”.

Cons:

  • While the story was great, there were times when I did feel it was a bit empty. The entire game is focused around the interaction with the various animals on the island and nothing more. So if you are not a fan of reading dialogue or don’t feel yourself to bond well with video game characters, then this game will bore you to death.
    Apart from talking, the only other thing to do is to explore the tiny little map of the game.
  • There were two characters (I’m assuming) that I missed. Somewhere after talking to the “goop-me” there was probably an opportunity to find and talk to both a Turtle and an Angry Monkey. I had no clue where the game ended and as far as I’m aware, the game did not hint me to go and find them. By the time I’d headed back to the village, the game was in its ending phase, and I’d missed my chance to talk to everyone. An audio hint or verbal hint to go and talk to them would’ve been great, keeping it still entirely optional and open to making your own mistakes, but I feel I missed out.
  • I feel as though the ending was a bit abrupt, or just a little too simply stupid. Not a stupid ending, but the dialogue at this point felt weak and simplified. I understood the Lion’s motives, and the whole plan of luring people to the island, but it wasn’t such a huge, grand reveal as I feel it could’ve been.

Price: £5.79
Time To Complete: 1.5 hours
Achievements: 7
Cards: None
Worth The Money: Solid, Maybe. The 37% discount it had a while ago which put it to £3.65 was a definite yes. It’s definitely worth a play.

Overall, this game is a great experience for those who like to challenge their morals through talking to sentient animals. It has a great theme, and while the ending (that I got, as I bet there are other endings) was weak and unfulfilling, it was a great ride overall. I strongly recommend this game, whether you wait for a discount or not is up to yourselves.

Zesty Rating
8 Out Of 10
A wonderfully dark and gory story, ending in hardship, should you bring it on yourself. Cute style contrasting the gruesome nature of the game. And despite all your efforts in life, everything eventually dies.


Please bear in mind that this is a repost. There have been slight changes to the post such as spelling and grammar fixes, images added, and things generally organised in the fashion I'd like them presented.  Apart from that, the main context of the review has not changed, opinion has not been altered and everything is sacred. I look forward to writing for you all again.

[LEGACY] Perfect Heist 2

Another game from Keymailer, this time I was hoping for a good, fun experience, akin to PayDay 2 but a little more lax and a lot more goofy.
While I can definitely say that this would’ve been the case if it weren’t for the fact that the game is only suited for multiplayer.

Now, I can’t blame a game for being bad, just because it is dead.
There are certain things you just can’t control, nor can you do much about. There is an over-saturation on the market of multiplayer games. So much so that I doubt every single multiplayer game ever made is being played right now, a lot will have dropped out of relevancy and a lot will have never actually been picked up.

When it comes to Perfect Heist 2, I can’t reasonably say that “the reason that I didn’t get to experience this game fully is because there was no one playing at the time”. I was not monitoring the number of people playing the game that day.
Looking back on the statistics of gameplay, however, it appears that it would’ve been extremely lucky for me to even consider catching anyone else playing due to the fact there were only 5 other people playing on that day.
I could’ve, of course, just assumed that the “Quick Play” button wasn’t working and that’s not how other people were finding each other. That would, however, be rude of me to just assume nothing works, and it’s way more likely that I was just unlucky.

So, generally, what can I say about this game?
I wish there was a legitimate Singleplayer mode.
What I can do is set up a custom lobby and just fill it full of bots and see how things turn out, which was the majority of what I did when “playing” the game. The A.I. seems to just charge full force in with not a care in the world for anything, regardless of what level I set their difficulty to. This led to a few funny moments where the police officers were emptying full clips into the lifeless bodies of my former comrades over and over again until I was red in the face laughing, only feet away.
There’s honestly not much else that I’d like to discuss in great detail, as I don’t think I can get the entire feel of this game without playing with other real people, as it’s intended to be.

Pros:

  • The game works, with no graphical errors or glitches (as far as I’m aware)
  • The art style of the game gives off a great vibe, while the styling lets you know that you’re getting into a serious situation (with the colour palette). The chunky, lower poly-count lets you know you’re in for a goof and a good bit of fun.
  • The amount of selectable characters in the game with different weaponry is refreshing and interesting. I’m sure it’s more than what PayDay has, you can really feel that you’re helping out the team in different ways with all these roles, which all have some things in common too.
  • The custom mode with bots is essentially what made this review, whoever had the idea to have this in the game needs a pat on the back. The A.I. may be very “special” but it provided countless good laughs.
  • The U.I. of the game is actually rather decent for an indie game, everything is clear and concise and nothing is obstructing the view of the player.

Cons:

  • The game does have a GPU issue on the main screen, which is quite weird. Forces my GPU to rise to around 90% only on the main screen, but everywhere else it’s at a reasonable level.
  • The game relies on the player having someone to play with for the game to function as designed, which in itself isn’t a major flaw. Considering the player-base it has, it fails to provide the desired feel of the game.
  • The A.I. for the game seems not to change when adding different level custom bots. The robbers, no matter the level, dash straight into the bank and start smashing glass and grabbing necklaces. The police gun down people immediately, even if it’s supposed to be easy. It may just be only damage scaling, which is fine, but I honestly don’t notice much of a difference there either.
  • When I picked a specific character (possibly called “infiltrator” or something) where you spawn inside the building. The police automatically shot at me, despite my character depicted as wearing the same outfit as the staff, and not holding anything threatening. Not only that, but when I died, my A.I. companions were nowhere to be seen, waiting for a bit, I then flipped the camera to discover they’d spawned outside the map, so that’s fun.

Price: £7.99
Time To Complete: None it’s multiplayer
Achievements: 19
Cards: None
Worth The Money: Honestly, even if you got a group of friends together to play it often… No, not really.

Overall, I wanted this to be a great game, and fundamentally this is an okay game, or a “more okay than the average shit I get from Keymailer” game. Everything works, a few glitches here and there, but its reliance on solely multiplayer is what lets it down greatly. A hollow version of Payday, which would’ve been super fun if there were other people to play it with.

Zesty Rating
5.5 Out Of 10. With no doubt, it would’ve been higher if I’d had access to a single player of sorts or found a lobby with people.
A Payday parody/clone that could’ve been super fun to play, and funny with other people. Looking for a “Quick Game” finds no one, as there’s not many others playing this game at the moment. For a game that is designed to only be played multiplayer, it makes it a tad boring.


Please bear in mind that this is a repost. There have been slight changes to the post such as spelling and grammar fixes, images added, and things generally organised in the fashion I'd like them presented.  Apart from that, the main context of the review has not changed, opinion has not been altered and everything is sacred. I look forward to writing for you all again.

NOTE: This game is flagged as “Retry”.

[LEGACY] Agross

Agross is a simple survival management game. It is truly basic.
The person you control is not even humanoid, it’s essentially a player counter from Sorry! In a way, it makes the game a different experience as you are being told these people are human despite not seeing them that way. For me, I feel that it makes me act differently in the game as I would if they appeared human.

For instance, all the people who worked for me had their health at 20 as I didn’t feed them for 4 days and made them work flat out until they were almost dead. Whereas in games like Sims or Settlers, I’m a little more… morally sound.
The carrots looked like carrots, the chickens were chickens, so they were treated as such. The people being nothing more than pawns made me the ruthless overlord of the carrots.

There are a few things I would change, which most would only be me being nitpicky. The only thing I actually think is viable from that list and what other people have mentioned too (where both reviews have the exact wording and seem to have been copied) is changing the market from 12 hours to 8 hours. You know, because most of us like to shove some toast in our mouth before we head out, we can imagine these farmers just stuffing a carrot in their walking off to market.

Pros:

  • The game works soundly, with no graphical errors or musical bugs.
  • The aesthetics are simple but pleasing. The simplicity brings out the “simple life on the farm” feeling but adds a sort of sole barren-ness which you have to deal with.
  • Decent music.
  • A solid game concept which has been done before, but tackles it in its own way and does a good job of that.
  • A challenging juggle between “Do I feed my workers, myself, or force everyone to work hard, so we can sell our produce tomorrow?”

Cons:

  • The lack of humanoid humans brought out the sadist in me, while not even really a complaint, the style lends itself to the minimalism, the other items in the game look more like what they’re supposed to represent.
  • No upgrade system, for anything at all to make things a little easier over time. Like upgraded tools or cheaper labour.
  • Only one music track looping over and over again, the music was decent, but 1 track looping is kind of bland.
  • The hour usage per action could use a bit of tweaking, while I do believe that you could spend 12 hours going to, in and coming back from a market, your character had breakfast before that. The farmers around here drive their tractors with toast in their mouths and their breakfast hot drink in a flask.
The little red cylinder is your farmer or worker.

Price: £0.79
Time To Complete: No Ending
Achievements: None
Cards: None
Worth The Money: Yeah, it’s okay for a £1 game. Definitely good when one sale.

Overall, it is a perfectly sound game, the game is good. For £0.79 it’s honestly not all that bad if you’re into these kinds of management games and can handle the tough starting challenge it presents you. All the mechanics are there for a management survival game. The only thing I would suggest is slight changes to the times and maybe an upgrading system.

Zesty Rating
4 Out Of 10. Has the minimalistic blandness of an avocado, but plenty of people like avocados. I prefer guacamole.
A simplistic, farming-survival game. Tend to the chickens, plant some carrots, and don’t forget to feed yourself. Become the ruthless overlord of the carrots, and starve your workers. Barely recommended, but a good grab nonetheless.


Please bear in mind that this is a repost. There have been slight changes to the post such as spelling and grammar fixes, images added, and things generally organised in the fashion I'd like them presented.  Apart from that, the main context of the review has not changed, opinion has not been altered and everything is sacred. I look forward to writing for you all again.

[LEGACY] Apsulov: End of Gods

Apsulov: End of Gods was a game that I was really excited to play. It was one of the first games that I’d received from Keymailer that actually looked worth the price that it was. Looking like a finely polished, first-person adventure which had very different elements to it than previous games. It struck my interest and when I actually received the game, I was genuinely shocked and excited considering that the game was released in 2019.

You’re dropped into the game with a very cranky-ass GLADOS repairing you and shouting at you for being a failure. This part of the game sets up the basics, walking, movement in general and interacting with things. Not only that, but gives you the tone straight away. Lulling you into a false sense of security with being nice, and funny, and then literally screaming at you for being a failure for reasons you can’t understand as the player. (which genuinely triggered some fear for me, a bit of trauma, but we okay). From there you escape into vents, run, and get sucked into a giant, glow-y, magical butthole then transported to the Ashlands where you’re attacked by Demodogs, they eat your arm, but you’re then rescued.

The man who rescues you infuses you with a weird robot arm, which you can conveniently charge up with green ion cells lying around everywhere. With said arm, you can unlock doors using biosignatures which you’ve stolen from the hands of dead corpses. Not only that, but you can also use it to force push people and things, and that’s how you solve a lot of the travel-based obstacles.

Honestly, I couldn’t really tell you what the plot was. I have no idea if I just wasn’t listening, or if I’d zoned out because I was bored, or if it was actually given to me. In my head, all I had was “Zap, Zap, out of battery, refill battery, Zap, Ooo that looks cool, Zap.”
Which is not an entirely bad thing.

The game tries to combine numerous things together, and as much as I enjoyed the game, I think that is its downfall. Once I stopped to breathe, or got tripped up on an obstacle I couldn’t solve it hit me, I don’t really know what’s going on.
This game is supposed to be horror, but I, personally, don’t find it scary at all. There was only one good jumpscare/scary moment, but I forget what it was and where it was.
The game also is supposed to be a mix between Sci-Fi and Viking themes. The humans within the game have “found Asgard” and therefore found items associated with the gods of that realm. Artefacts from the one that is known for raising undead, now there are undead everywhere. It’s a classic DOOM story, humans got too ballsy with their inventions, found Hell and were like “Yeah we could use Literal Hell to power our machines.” but instead it’s all the nasty Viking gods.
After DOOM, looking at this game, you could replace the fact it’s Viking gods with anything at all, or take it out completely. I love it, don’t get me wrong, but I’m more interested in why GLADOS is a dick because this robot thing is apparently sentient and really fucking pissed off at me for reasons I still don’t understand.

Pros:

  • The game works, no major graphical errors, bugs, or audio glitches.
  • The game looks absolutely stunning for being an indie game, and as visual quality goes, justifies the price of the game. It sets scenes amazingly and is not afraid to make things look grandiose, spectacular, and foreboding.
  • The use of colour in this game is also great, not in an atmospherical sense but from a game design perspective. You always know what something is due to the colour and the glow. The big purple horned monoliths are save points, the big green glowing items on the walls are cell refill stations.
  • All the controls are really intuitive and there’s no sense of mucking up what you’re doing. Everything is simple and to the point and is really “handy” when solving the puzzles.
  • The puzzles within the game are easy to spot, as always highlighted with light or made extremely obvious with a bright yellow valve or an obvious ladder you need to blast down to gain access.

Cons:

  • Despite wanting to be a horror game, the atmosphere just isn’t foreboding enough, and the enemies are not scary. There are no pivotal moments where you feel in imminent danger, apart from the cutscene where the demodogs are out to get you. Otherwise, the game is just dark corridors, boopy doors and the Iron Man gloves. The lack of fear this game supplied meant that things that I would usually find scary were just not doing it for me.
  • While it’s good that the exploring puzzles are easy and easy to find, so far, there is only finding the hand that opens a door, blasting a ladder down and blasting doors open. Otherwise, there is nothing else but exploring and picking up bits of dialogue from journal entries and other lore snippets.
  • I’m not sure what the game was really hoping to achieve. It mixes a lot of different cool elements that really catch your interest. I can’t help but feel as though it sounds like an unfinished thought, or a “what if…” statement that was expanded on but never solidified.
    As said before, it’s essentially DOOM, but instead of it being Hell that humans stupidly messed with, it’s Asgard and the world is at threat of the angry god people’s bad antics.
  • The story of the game, while convoluted, was also either barely present or easy enough for me to ignore. Generally, I was happy enough in this bliss of ignorance, happily zapping things, but when it came to puzzles that slowed me down, it dawned on me how empty the game felt.

Price: £15.49
Time To Complete: 5 Hours
Achievements: 39
Cards: 7
Worth The Money: No, but yes on a discount, putting it under £10, maybe.

Overall, this is a stunning looking and feeling game, which creates a great awe-inspiring atmosphere well, but not a scary or spooky one. It has great mechanics used for environmental puzzles and opening up new areas to explore, but no other puzzles that vary enough to excite the brain. A very mixed review from me, but it’s genuinely a game that if I got around to, I would try to finish it. It has my interest, but not my heart.

In conclusion, this game would’ve been a better game if they’d been trying to rip off DOOM in a way. Taking the fast-paced action and combining it with the “I don’t really know what’s going on because things are going super fast, but I’m having fun” aspect combined with quick and easy puzzles. Throw in a few horror aspects to have the player fuelled not only with the energy of excitement, but the energy of “Oh shit, OH SHIT, AHH! AHHH!” with some horror elements.

Zesty Rating
6.5 Out Of 10.
Stunning visually and gameplay wise, but the story is lacking just enough to make you feel something is missing. Interesting premise, but crams a little too much in, making everything feel a tad unfinished. Still a great game for mindless exploration of the fantastic environments created.


Please bear in mind that this is a repost. There have been slight changed to the post such as spelling and grammar fixes, images added, and things generally organised in the fashion I'd like them presented. 
Apart from that, the main context of the review has not changed, opinion has not been altered and everything is sacred.
I look forward to writing for you all again.

[LEGACY] Chibi Girl VS Evil Zombie Dead

Surprisingly, this game was not one of those given to me by Keymailer, nor was it one that was sitting around in my Steam account for a thousand years.
Through having a Steam Curator and actually making reviews, myself, on games for longer than I’d known the person I’d previously made review articles for their site, I’ve received games before. This does not mean it’s been at all successful, or I’ve been popular to be given games to. Chibi Girl VS Evil Zombie Dead is the second game I’ve ever been given via the Steam Curator Connect, and was given to me on the 29th of November last year.
(The other one called, Zibbs – Alien Survival, was given to me on 22nd October 2020, and I still haven’t reviewed it yet for reasons, but will actually be doing eventually.)

I’d initially asked my previous reviewing partner if they’d like to review this game (as I essentially shared their reviewing website, they had an equal share of my Steam curator). They probably took one look at it, saying “uhh no, you have it.”. I more than likely promptly laughed afterwards expecting that response and said “Fuck it, it’s a game. It’s not really much of a waste of time.” Accepted, downloaded it and played it about 2 months after receiving it, punctual, I know.

Chibi Girl VS Evil Zombie Dead is an adventure platformer game where you, an unnamed, un-aged little girl is travelling across the zombie apocalypse ridden city in an effort to find her mother because “waaah where’s my mummy?”
Despite being a child, the main character makes the slightly more logical decision of travelling across the city to find her mother instead of breaking down into floods of tears. Or even screaming and crying for her mummy like any other child would, getting eaten in the process.

She travels through a sort of semi-industrial in-construction downtown area, the introduction area showing you that you can drop boxes on zombies, jump over things and control elevators.
Most of the rest of the game is JUST this, which is not inherently bad. There are a bunch of different environments, such as an actual construction site and a sewer level (because god forbid any zombie game avoid having sewer levels). The game does not get more complex in terms of what you need to do to progress. It does, ultimately, use the same factors to make the game progressively more difficult by stacking them on top of each other or making the puzzle a tad more maze-like, making you think about each situation a bit more.

As said before, there’s not much more to this game, and the only thing that drove me to almost complete it was the fact that it was seemingly easily done. Down to its simplicity, it was and is (up to a particular point where it seems it’s physically impossible by the game’s standards to pass it.) easy enough to finish. The graphics themselves were cute enough in a very amateur way, and the puzzles and things were simple enough but also challenging enough to keep me in it. A few times I did debate throwing up my hands and declaring the game broken, but that was all down to a few things that are actually easily fixed.

Pros:

  • The game has no game breaking bugs or flaws with audio.
  • It’s a simple side-scrolling platformer that’s easy enough to understand, but still provides an element of challenge for the player with it’s limited functions.
  • While the entire game is just platforming, between stages there are mini-games where it turns from a 2D platformer into a few different types of games, switching the flow and maintaining interest.
  • Depending on how much of an “out-of-the-box” thinker you are, it is possible to complete some puzzles a few different ways, which in my opinion makes it that tad bit better.
  • The goal of the protagonist is easy to follow, and what little story the game has is sensible and doesn’t take itself too far with being ridiculous. There are a few things that seem a bit out of the ordinary, but nothing too huge.
  • One of the few games I’m actually okay with the protagonist being unable to swim.

Cons:

  • The major thing with this game that almost had me quit the game was issues with graphics vs hitboxes. A lot of the time, my character would fail to jump at a gap and fall into the fire below. This was due to the hitbox of the ledge being shorter than that of the actual image. My character, while still being on the ledge, visibly was not on the code version of the ledge and would fall through the graphic. This wasn’t a major issue all the way through the game, but led to a few moments that almost stopped the playthrough.
  • There’s only one type of zombie. It’s a bit of a reach of a complaint, but there is no visual variety between any game’s zombies per level. All had the same ruined appearance, no sludge for the sewer zombies and no high vis jackets for the construction zombies. The variation between backdrops was great, but lacked at the forefront of the game.
  • The mini-games were necessary. If there had not been the mini-games, then I would’ve stopped playing the game a lot sooner. Other than the shift change between side-scrolling platforming, there is no other pull to this game apart from the fact I “knew” I could beat it and I enjoy platformers.
  • Another graphical bug that I only experienced a few times with the boxes. When you’re pushing a box, it can sometimes get stuck, on nothing whatsoever. It was prominent in one particular puzzle where you had to move a box to a puddle that was electrified by stray wires, jump on the box and jump over the puddle. That was my first initial thought, but the box stopped randomly, and I could not push it any further. Me thinking in “game logic” I determined that “you may not use the box in this area and must figure out another way around this puzzle”. After attempting another couple of ways, I tried the same way again and the box magically moved further this time, to my disgruntlement.

Price: £7.19
Time To Complete: N/A
Achievements: 4
Cards: None
Worth The Money: No, only buy at a large discount. 65% or higher.

Overall, this game is actually kind of cute and semi-competent. A little simplistic, and it’s only redeeming features are the mini-game breaks between scenes and the way that it reuses the same mechanics in actually interesting ways to create new puzzles. It can sometimes feel a bit repetitive and broken, but I honestly never expected it to be as good as it was, to only have those flaws. It’s still not worth the price presented as, while the mini-games are great for what they are, the platformer doesn’t have a lot of content to warrant the price.

Zesty Rating
4.5 Out Of 10
Cute and simple platformer with other elements mixed through. Competent enough to hold its own, but not enough to hold it together. A little buggy, a little overpriced, and the only thing keeping me interested is the mini-games. How does this little girl know how to drive a car and a boat?


Please bear in mind that this is a repost. There have been slight changed to the post such as spelling and grammar fixes, images added, and things generally organised in the fashion I'd like them presented. 
Apart from that, the main context of the review has not changed, opinion has not been altered and everything is sacred.
I look forward to writing for you all again.

I'm still hoping that the dev of this game is doing alright, they're one of the few that took a positive influence from the review. Once again, if you're still around, I look forward to what you have planned for the future. 

…

Boobie Shaker? [How Do I Verbally Facepalm?]

[LEGACY] Gedonia

Another game from Keymailer, this time one that I had high hopes for. Promising classic open-world RPG elements and fun adventures, Gedonia looked like it was a bit of a break from the burden of AAA adventure games without being an indie MMO. Allowing almost full control of doing whatever the fuck you wanted and building yourself from there.
And while the promise was fulfilled, I feel like it was fulfilled in the more lacklustre way.

Panning opening scenes and great panoramic views, all done with a low poly, but still nice enough looking design. A great deal of time spent on the opening of the game, making the player lean on the edge of their seats, drawn in and ready for an experience.
You exclaim to your dad, who is not your dad, that you had DREAMS! And those dreams make you absolutely sure that if you go to the cave that’s at the top of the mountain… The TRUTH would be REVEALED!!!
Cut to your character clipping through the rocks as they climb the mountain and find a cave. You gain control of the character to walk a few metres to find a shrine of some sort when the “ooga-booga” happens, you see some visions and then nothing.
That’s it, come back out the other side and make your way back and your character hints to knowing things but never says it.

From here on, I’m a little lost.
I feel like the story has just been dropped and there’s nothing, just tumbleweeds.
Don’t get me wrong, there’s apparently lots to do, and there are lots that I can find, but usually these games have some sort of overarching bigger quest. While I know that there is a bigger quest, after all the hype and the “exploration” and the big overwhelming seeming “ooga-booga” stuff, it’s just dropped. It’s almost as if it weren’t relevant or never existed in the first place, or like it never really mattered.
What I loved about The Elder Scrolls games is that while you have this overarching quest that you knew that you needed to do, and it was very prominent, you could go out and do anything. While you can still very much do the same here, the importance of this quest isn’t gripping enough to give me a pull to the game, and that’s the whole difficulty of balancing aspects of a game like this.
In The Elder Scrolls: Oblivion, the threat was there and it was very real. Within the first 10 minutes of playthrough you’re already introduced to the characters and the types of characters you meet along the way, not only that, but the enemies and the overarching threats are also shown as well. The gravity of the situation hits you as the emperor is killed right in front of you, as the cultists also try to kill you as well. You’re given the royal heirloom that will save the day as a constant reminder of your task and escape the sewers into this free world where you can do anything.
This is what Gedonia is missing, this overarching weight and threat. While I feel that it was trying to do that at the start, which is so crucial, it fell flat, which meant the rest of the game as well followed suit.

Pros:

  • The game works, no game-breaking graphical errors or audio glitches.
  • The game, while low poly, which is not to everyone’s tastes, looks great for what it is. Bright colour palettes for the first zone which is bright and cheery which contrasts lovely with other areas such as the swamp and the dead-lands.
  • The focus on exploration is great for an indie game. It has such a vast and open world with lots to discover. Off-stream, I played a bit more of the game and delved a lot further than I had on-stream, and found that the developer puts a lot of great detail into the places of interest.
  • This game has the start of a great character developer. With a different build for different types of characters and playthroughs, it really allows for some ‘re-specing’ or replayability.
  • While still a bit clunky and not polished, the crafting system is simple and is tailored to the level or level range of your character. The things you need to craft are not outrageous in comparison to the time and effort needed to find the resources, in tie with how hard it would be to obtain such resources at your level. It’s well-thought-out.
  • There appears to be an array of puzzles within the quests available. I’ve only came across one puzzle so far, but it was simple enough to solve but just as good. A good balance of being simple yet challenging is hard to find within indie games.

Cons:

  • This game is in early access, everything is unpolished and unfinished, it is not a finished product. This is more of a disclaimer than a con, but is probably the reason a lot of the cons I have so far exist.
  • There is a lot of character clipping in the cutscenes (and a little in the game itself) which is a minor flaw, but when watching it took me out of the game a bit.
  • The “main quest” of this game almost has no weight, which when starting a game like this you need some sort of momentum to propel the player forward, a little push or shove to get the ball rolling. For me, the quick intro and cutscene just didn’t hammer the nail in enough, and more or less hammered it into the coffin for the game. It left me with no motivation to explore or actually see the quest through as I had no urgency, and no sense of wonder as to what the character meant in all this.
  • The other quests in the game don’t really hit home either. The only quest so far I vaguely had any interest in was the person being constantly hit by lightening, but just like the main quest, something fell flat within the quest that just made me uninterested again.
  • The environment of the game, while being nice looking and scenic for the art style that it has, it’s very dead, there’s nothing else to it but what it is. Seeming to be full of life, but lifeless all at the same time. The NPCs, as well, also lifeless. While of course, we can’t all have wandering A.I. that have their jobs and schedules, but their animations are also rather flat and dead as well.
  • The combat for the game is very clunky, stiff, and slow. The dodging is more of a roll or sidestep, and when you’re a low level, it’s REALLY tricky for you to level up when suddenly ambushed by a bear or group of bandits. It’s difficult to tell where I’m supposed to level up because I don’t see any levels above the bar and always feel a bit overwhelmed being a new character.

Price: £9.29
Time To Complete: N/A
Achievements: 16
Cards: None
Worth The Money: Yes, when it’s a finished game. Not right now, however.

Overall, this game is in Early Access, there’s not much else to say. Gedonia has been in development for some time and from what I can see in the other reviews and the community for this game, it just keeps getting better and better. It also seems to be another lone dev game, which is something I love. It’s still in Early Access, for good reason, but doesn’t claim to be anywhere near finished.
I can wholeheartedly recommend this game to people who want something to follow and love as time goes on, a work in progress and hopefully not a project that may get abandoned at some point.
I cannot recommend this to people who want a full game, who long for an experience without pause, who require a robust adventure to fill their soul. I believe that there will be a time that I can recommend this game for that, but that time is not now.

Zesty Rating
4.5 Out Of 10
A work in progress by a lone dev, a promising outlook. Adventure and endless possibilities promised and a great journey to be had when finished. The unfinished part is the only negative, and it’s a little empty, but it’s acceptable by Early Access standards.


Please bear in mind that this is a repost. There have been slight changed to the post such as spelling and grammar fixes, images added, and things generally organised in the fashion I'd like them presented. 
Apart from that, the main context of the review has not changed, opinion has not been altered and everything is sacred.
I look forward to writing for you all again.

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