Category Archives: randomness

Korgan’s an uninspired dungeon-crawler, but easy 1,000 Gamerscore

There are a lot of free games floating around like tiny desperate dust motes up in the digital entertainment industry’s night sky these days. Many more than a couple years ago. Some are good, some are great, and many are bad, hastily put together and thrown into the wild in hopes of earning money or a fanbase or anything at all. I’ve been able to get a lot of mileage out of many of these freebies; for instance, according to my Xbox app, I put about 58 hours total into Fallout Shelter. Other free adventures that I continue to poke and prod at include Gems of War, Fortnite, and Friday the 13th: Killer Puzzle. Alas, Korgan is not one of the good ones, sitting nearly at the bottom of the barrel, with its only saving grace being that it has a relatively easy number of Achievements to pop, if that is something you care about.

Korgan is an episodic dungeon-crawler from Codestalkers, and you can play the prologue chapter for free, which takes maybe two to three hours to get through, depending on how thorough you want to be. I recall zero details about the plot of this stock fantasy-driven adventure, but I’m sure it involves some sort of ancient evil or shadow group trying to spread chaos and monsters across the world, leaving it up to a trio of do-gooders to set things right. You can freely switch between these three heroes to face enemies or obstacles; the titular Korgan is an up-close dwarven warrior that uses axes and mallets for damage. As for Sedine and Meldie, well…I’m too annoyed at the game to look up much more, so one of them is a floating mage-lady, and the other is a hat-wearing hunter that uses a bow and arrow. I’ll let you decide who gets what name, even though it doesn’t matter one lick.

Naturally, each character has their own abilities, strengths, and weaknesses, and you could combine attacks together for more damage, such as freezing as enemy with the mage and switching to the axe-wielding hero for extra damage…except I never felt the need to do this. You can skate by on using one character until his or her health is almost gone, and then switch to the next one. If one character loses all of his or health, it’s not the worst thing in the world–you are zipped back to the start of the level, but most of your progress has been saved, meaning death has no real consequence besides it now taking you longer to uninstall Korgan after getting through the prologue.

The game and gameplay is barbarously boring, almost to the point that I have nothing to say of it. It’s generic hack-and-loot, with paint-by-the-number quests that culminate in droll boss fights that, for some reason, were set to auto-record on the Xbox One. The subpar elements of Korgan that truly stand out to me are around its design and UI decisions. For instance, the developers thought that clicking in the right stick and holding it for upwards of 15 seconds would be perfect for actions like reading text on monuments, searching areas for clues, and destroying traps. It’s slow and not fun on one’s hand, and I eventually avoided doing it if I could. Hitting the Y button switches between your three characters, but it’s also the button to hit for looting all items as opposed to selecting them one by one, and since I never got the impression there was an inventory limit I looted each and every piece of gear I could fine…but sometimes, instead of looting, I’d accidentally switch to someone else.

Here’s something else I didn’t grok, but maybe I was half-asleep. Each of the three characters share a single XP bar that fills up as you complete side quests, break down traps, and kill enemies. However, as far as I can tell, only the character you are actively controlling at the time when the XP bar hits the max amount levels up and gets a skill point to spend. Because of this, though I did use all three characters, I ended up putting the most points into the mage’s spells and found her to thus be the most effective when it came to dealing damage. Except some enemies were immune to her attacks, and that sucked because Korgan and the other one were not as leveled as the mage. It also didn’t help that the UI for inventory and equipping potions, armor, and weapons was clunky and confusing. That said, the skill tree upgrades are as bland as unbuttered bread, and you never truly feel like the character is growing in strength or power.

Look, you might like Korgan. It might very well be your first taste of a dungeon crawler with gear to pick up. And if you do, that’s great, because the first nibble is free, and there’s more content coming. I believe you can jump right into chapter one if you are champing at the bit. However, I found the slow combat, poor controls, and uninteresting progression and loot to be too underwhelming, and I just don’t care about anything now. In fact, I’m going to continue living life believing that all three heroes fell down a dark crevasse and got swallowed up by the earth, never to be seen or heard from again. Oh well.

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Paul’s Preeminent PlayStation Plus Purge – Anomaly: Warzone Earth

Anomaly: Warzone Earth is set in the year 2018, where sections of an alien spacecraft have crash-landed in several major cities around the world, including Baghdad and Tokyo, and doom is beyond impending. Y’know, not all that much different from our current climate. Anyways, you take on the role of the commander of an armor battalion, referred to as “14th Platoon,” and are sent to investigate anomalies that have occurred in the vicinity of these wreckages and gather information on what is happening in the affected areas. See, the anomalies–which, if you didn’t know, are something that deviates from what is standard, normal, or expected–are interfering with radar and satellite imagery and must be dealt with to neutralize any potential threats.

Y’all should already know at this point that tower defense is not a favorite genre of mine. It’s not to say I hate it to the point that I won’t play anything in it, as I have enjoyed a few–namely Kingdom Rush and Plants vs. Zombies–but generally I’m not hooked on the gameplay. I only played Defense Grid: The Awakening long enough to get some specific Achievements back when I was trying to hit a certain amount and then uninstalled the game without any further thought. Harsh, but true. Well, Anomaly: Warzone Earth is kind of like a reverse tower defense. Or, if you are feeling silly, tower offense. However, I’m continue to remain not hooked.

Basically, you control a bunch of mobile units in an environment brimming with enemy turrets, making your way to a specific point on the map. Anomaly: Warzone Earth takes this idea one step further by giving you control over what you can build, the order in which you place your units–they move in a singular line–and by also allowing you to plot out the course you’ll take dynamically during the mission, switching routes when necessary or a better path opens up. I enjoyed the rethinking “on the fly” part, as well as running ahead of my units and gathering power-ups, seeing what enemies and traps are in store.

I like the look of Anomaly: Warzone Earth a lot, and the top-down perspective really makes you feel like a god, commanding these soldier-esque ants to do your bidding. You direct all the movement, the moment-to-moment action, and collect power-ups dropped on the battlefield from planes overhead. The UI is clean and stylish, with the map screen sporting a beautiful mix of blues, whites, and reds, and the tutorial never really felt like a tutorial, pushing you through the first mission quickly while teaching you things along the way, such as how to heal units or purchase new tanks. That said, the story is fairly ho-hum, with the voice acting not doing it any favors.

I played the first three levels of Anomaly: Warzone Earth‘s campaign, stopping at mission 4 “Distress Call,” and that’s enough for me. There’s other modes, like Baghdad Mayhem and Tokyo Raid, that are grayed out on the start screen, and I’ll never experience local co-op, but that’s okay. I liked this more than I thought I would, but not enough to keep going.

Oh look, another reoccurring feature for Grinding Down. At least this one has both a purpose and an end goal–to rid myself of my digital collection of PlayStation Plus “freebies” as I look to discontinue the service soon. I got my PlayStation 3 back in January 2013 and have since been downloading just about every game offered up to me monthly thanks to the service’s subscription, but let’s be honest. Many of these games aren’t great, and the PlayStation 3 is long past its time in the limelight for stronger choices. So I’m gonna play ’em, uninstall ’em. Join me on this grand endeavor.

Slay away as Jason Voorhees in Friday the 13th: Killer Puzzle

As a young lad, many of the sleepovers with my then best friend resulted in us exploring the nearby woods at night, playing games together on our respective consoles–his a Sega Genesis and mine a SNES–and renting horror films to watch until the sun came up. These ran the gamut from things like Species to Deep Rising, but our favorites, meaning ones we rented multiple times for the local Blockbuster, were the Friday the 13th slasher films. These were, though it is embarrassing to admit to it, our first look at nudity and violence holding hands, a concept that stimulated our teenage brains to their very core, and we’d stay up late after the movie was over, tossing back ideas about what we’d do to take down the legendary Jason Voorhees ourselves, if we ever were unlucky enough to come across him. My plan often involved pushing him off a cliff.

Well, with Friday the 13th: Killer Puzzle, you aren’t trying to beat the man that won’t die; instead, you are him, on a mission to murder every final girl, nerd, officer, punk, etc., one after the other, until nobody’s left to bother you. This isometric top-down puzzler, across a variety of levels, has you sliding Jason across a grid until you literally bump into your victim, instantly murdering them. After taking out all the targets, a final mark will appear, and often reaching them is a puzzle of its own because you can only slide in so many directions. Each level ends with Jason using a stylish finisher move, which would normally be considered grizzly and ultra-violent, but not here, where the game’s cartoonish look keeps everything light and silly. I mean, I don’t know if stabbing a person through the chest with a baseball bat is even possible, but it’s funny to see the hockey masked man do it. Afterwards, your bloodlust gauge fills up, and once it is full, generally with a little help from Jason’s mom’s severed head–don’t ask–you can unlock a new weapon to equip.

Here’s the thing I didn’t expect to experience in Friday the 13th: Killer Puzzle–it’s addictive. The levels are short and satisfying. You can take stock of the layout at your leisure, even switching the camera to an optional top-down view, before making your first murderthon move. Each themed level introduces something new, such as animals you don’t want to harm, people running away from Jason right to an exit, obstacles keeping you from your victims, guards with gnus, and dealing with traps like holes, bodies of water, and electrified fences. Thankfully, it never becomes too much. At first, you can kind of fudge your way to victory, but as the level fills up with all these various elements, you have to slow down and, similar to chess, begin to think several moves ahead. It’s ultra satisfying to see your plan come together, and then you fall into the hole of wanting to at least see how the next level starts, ultimately losing a half hour before you even know it.

Friday the 13th: Killer Puzzle isn’t a difficult game. Levels rarely take longer than a few minutes. What I find ultra appreciative is that the game comes with hints and walkthroughs in it, which means I don’t need to Google anything on my phone when I get stuck or exit out and come back later, losing momentum. At any point, you can click on Jason’s mother’s severed head–still don’t ask–and she’ll either give you a single hint of what to do next or walk you through every single step in fast-forward. You can also undo any more, even ones that kill Jason, or simply restart the level if you feel like you’ve borked it bad enough. I have resorted to using the in-game walkthrough a few times, but only after giving the level a good shake, and I love that it is included, and the language around it is super friendly and not condescending.

Friday the 13th: Killer Puzzle was released, for free, a few weeks back on…yup, you guessed it–Friday, April 13. I believe it is available on phones, but I’ve been playing it in bursts on Steam, and I’m probably halfway through all the levels it came with, currently sliding around Jason from Jason X, not my favorite entry in the series. Anyways, this cute freebie comes from Blue Wizard, the developer behind Slayaway Camp, which shares similar gameplay, but more voxel-based graphics. If I ever see the end of Friday the 13th: Killer Puzzle and really want more puzzle-driven mayhem, I’ll know where to turn to next. Even if it doesn’t have a dedicated button in the pause menu to making the chi chi chi ha ha ha sound effect.

#GameStruck4 – The Four Games That Define Me

I’m a sucker for memes, especially videogame ones, but alas, this #GameStruck4 one seems to be mega popular only on Twitter, a platform I’m not really active on anymore. So I’m doing it here instead and using it as an excuse to write about four very important games in my upbringing. As if I haven’t already touched upon these masterpieces in the past. Oh, and these are all from my SNES and PlayStation 1 days, which is really where gaming got its hooks into me–sorry, GameBoy–and I’m sure I could come up with four for every console generation I’ve gotten to experience up to this very day and date, but these are the ones that certainly shaped me early on.

Suikoden II

Ah, my sweet, sweet Suikoden II. You were everything I liked about the first Suikoden and then some, showing me that characters, that tiny bits of sprites and colors and text boxes, were just as believable and real and full of feelings as 3D polygonal dudes and dudettes. And Suikoden II has so many great characters. Here, let me name a few: Jowy, Nanami, Viktor, Flik, Bolgan, Luc, Clive, Luca Blight, and so on.

I replayed the game back in 2014 and wrote a bunch of thoughts along the way, many that I don’t need to rehash here. It’s a game that continues to live on inside me, and I often find myself comparing a lot of things to it. Or comparing it to everything. Either take works. Like, if a game lets you recruit party members, that’s cool and all, but six pales in comparison to 108 Stars of Destiny. No cooking minigame will ever beat Suikoden II‘s cooking minigame, and watching your castle grow and expand as your army increases makes going out and finding these new recruits worth it.

The Legend of Zelda: A Link to the Past

The Legend of Zelda: A Link to the Past is probably the first game to ever make me cry. Not out of joy or love or the beauty of its colorful pixels, but frustration. I was young and struggled to beat a boss, and it affected me greatly. I remember physically tossing my SNES controller, something I’ve never done again. I’ve since grown from this time and now have backpacks full of patience, but this game, if anything, taught me to take things slow, to examine and prepare, to live in these environments and not rush to the next screen just for some shiny object or plot point. There’s a good number of secrets to discover in The Legend of Zelda: A Link to the Past, and playing around with teleporting between the Light World and Dark World is one of my favorite time-killers, especially if it resulted in an extra Heart Piece or path to a new area.

Super Metroid

Super Metroid oozes atmosphere without saying a whole lot directly. You really have to pay attention to the environment to rise above it and defeat all the Space Pirate bosses. The two most long-lasting memories for me for Super Metroid, a game I’ve most definitely replayed a bunch and claim (back in 2011) has the most epic scene ever, are when you first get to the powerless and ghost-infested Wrecked Ship on Zebes and learning how to wall-jump from the blue, monkey-like Etecoons.

For the former, the eerie stillness of the area is immediately unnerving, and your constants, such as upgrading the map and restoring health and missiles via the respective stations, no longer work until you switch the power back on. There’s a ton of implied storytelling here, like piecing together that the ghosts are actually the deceased crew. For the latter, you need to watch the critters work their magic leaping wall to wall and then replicate it; otherwise, you aren’t going anywhere. It’s not easy, but when you successfully climb that tall column and hit the top, getting higher than the Etecoons, it feels beyond amazing. It’s also neat to know that you can do this move at any point in the game, from the very start. You just don’t know about it until until you run into them later.

Metal Gear Solid

I’m bummed to no longer have a physical copy of this game unlike the three listed above, especially when you consider how essential the retail box is to a specific part in the story. Still, when I bought the Metal Gear Solid: The Legacy Collection 1987 – 2012 for the PlayStation 3, it came with digital download codes for Metal Gear Solid and Metal Gear Sold: VR Missions. Both of which I played through relatively recently when I was on a sojourn to see this series through from start to finish; my progress came to a complete and grinding halt during Metal Gear Solid: Peace Walker, which I did not find all that interesting or captivating, and I should probably just skip it entirely and move on to Metal Gear Solid V: Ground Zeroes.

Anyways, Metal Gear Solid taught me that games can be larger than life, that they can take their time telling whatever story they want, no matter how inane or far-fetched or action-cool it was. That your surroundings and actions matter, that you can go about a mission in multiple ways, whether it be by sneaking past unaware soldiers, sniping them from far back, or a mixture of both plans. It was certainly the first stealth game I ever played, which planted a pacifism seed in me that, to this day, no matter the game, has me always trying to accomplish tasks nonviolently, with as few casualties as possible.

What are the four games that define you? Tell me about ’em below in the comments or link to your very own hot take on the #GameStruck4 meme.

To escape Subject 13, Franklin Fargo must defeat Minesweeper

I purchased Subject 13 recently during Xbox’s Spring Sale for a couple of reasons: 1) it was cheap, coming it at a mighty low $2.80 2) it was billed as a traditional point-and click adventure game and 3) the graphics, from the few screenshots I saw, made it look pretty and mysterious and something akin to Myst, wherein there’s an island and puzzles to solve. I finished it off the other night feeling frustrated and dissatisfied, especially as I stubbornly felt the need to see it through, and I would not recommend it to anyone if, like me, the above reasons seem initially intriguing.

Subject 13 comes to us from French video game designer Paul Cuisset, though I’ll be honest and did not immediately recognize his name or work. Shame on me, as a fellow Paul. Evidently, he was the lead designer of Delphine Software International and the creator of Flashback, which is listed in the Guinness World Records as the best-selling French game of all time. That’s cool and all, but I’ve never played it and was way more jazzed to learn that he had a hand in making 1994’s mega-hit Shaq Fu, of which one day I’ll tell a story about. Still, the man has clearly been in the business for a while, and there have been some ups and downs; one of the more recent ups was Subject 13‘s successful Kickstarter back in 2014, which helped bring the game to phones, PC, and consoles.

Right, let’s get to it. Subject 13 opens up rather dramatically with a man named Franklin Fargo–no, really, that’s his first name and last name put together–attempting to off himself by driving his car into a river. However, as he begins to drown beneath the water, something happens and he is magically transported into an abandoned research facility. Here, a strange, disembodied robotic voice encourages him to use his special noggin to solve puzzles and make his way out of the compound. All righty then. Oh, and the robotic voice also refers Franklin as Subject 13 and refuses to answer many questions so right away you know something is fishy. It’s a decent bit of science fiction storytelling though it’s both predictable and under-delivered, with most of the details tucked away in hidden audio logs.

The gameplay is pretty straightforward stuff for adventure games, with Franklin exploring a small area or number of areas, picking up commonplace items, examining them up close, and using them either individually or combining them with others to solve puzzles, the majority of which are based around logic. Don’t be surprised to find yourself dealing with combination locks and slide puzzles and doing a bit of math on the side. It’s not The Witness, but few games are. I truly didn’t mind the puzzles, even if they never felt like they were natural in the world and clearly stuck out as something to do to slow progress, but a couple were extremely obtuse and resulted in me looking up solutions online to keep my momentum going.

Oh, and let me touch upon the final section of the game. Spoilers incoming…even though I kind of dropped a big one in this blog post’s title. After all your exploring and puzzle solving and chasing after holographic women, the only way out for Franklin Fargo…is through a game of Minesweeper. Now, it doesn’t immediately look like Minesweeper because of, y’know, copyright issues, but it’s the same idea nonetheless. And honestly, I’m not too bummed about this, because I enjoy a round or two or three of Minesweeper, but it shouldn’t be used as a final, climactic showdown. Don’t think too hard about the fact that this ancient device is guarding itself via a firewall based on Minesweeper. Also, there’s an Achievement tied to beating this part in under twenty, but the clunky look and nature of the beast means you need to play it slowly or start over again, and it’s the only Achievement I didn’t get for the game…so boo-hoo to that.

Here’s the hard truth–Subject 13 lacks polish and modern, friendly mechanics. It wasn’t designed to have them, but it needs them. I understand that this wants to call back to an era of gaming where adventuring was a little more imperceptive and up to the player to truly figure out, but some of that was left behind for a reason, to make the experience more inviting. For instance, moving the main character around is absolutely terrible, with Franklin strutting forward like a goalless gorilla, unable to make it up some steps or around a corner unless he approaches them from a very specific angle. A more traditional point-and-click interface would have worked better, especially when you often have to walk from one side of the screen to another, and it takes just long enough to have me reaching for me phone to check my email or the weather for tomorrow. Some items are extremely well hidden and, with no internal monologue from Franklin, I never even knew I was supposed to be looking for a bucket. Lastly, while the UI for your inventory is neat-looking, it never made it easy to pick up an item and compare it to another or, if you selected the wrong one, deselect it and try again; I felt like I was always fighting against the system.

I’m not all angry ogre, so here’s what I liked about Subject 13. The soundtrack is subtle and New Age-y, relies on futuristic synth-heavy tracks, but also enough soft sounds to lull you into a moody yet pleasantly relaxed atmosphere that doesn’t get in the way of exploring and solving puzzles. For testimonies, the game’s audio log collectibles, you can always see how many you have found in the chapter percentage-wise, as well as total, which I appreciated as I wanted to get them all in one go. Lastly, instead of “continue” the game uses “carry on” in its menu options, and that is so adorable I’m over here making large cat eyes and nodding enthusiastically.

I bought another game alongside Subject 13 during this sale, namely Anoxemia, and though it is not exactly the same type of game, I’m hoping I enjoy it much more than this, whenever it is that I get around to playing it. See, I’m not always good at immediately jumping into my purchases, though I did on this one and am unhappy. Or maybe I need to give Flashback a good swing–the original, not the 2013 remake version.

Dice manipulation is the key to One Deck Dungeon’s door

After a handful of attempts, I’ve still not beaten any final boss in One Deck Dungeon, though I got somewhat close against the dragon, better than my time with the yeti, and I’m perfectly okay with that. Each run is completely different and randomized, and luck definitely plays a major factor into how things go, especially when you consider this is a game of mostly dice rolls, and I’m sure I’ll see a flawless run eventually. Until then, I’ll keep kicking open doors, dodging traps and slaying monsters with as much skill as my character sheet allows, trying hard to save all my health potion cubes for the final encounter.

As you’ll recall from my last board game-related post on Friday, I’m getting into solo tabletop gaming. Eventually, I’ll have a post about Fallout: The Board Game, but this is not that post. This one is about One Deck Dungeon, an aptly named roguelike card game, wherein you dive deep into a dungeon for treasures and special skills and build your character up along the way. It’s at times similar to Dungeon Roll and far from it, offering a lot more adventure-affecting decisions each turn. The deck consists of your standard D&D-esque enemies to fight, such as a glooping ooze and a skeleton knight, as well as perils like a spiked pit and boulders, and the character classes don’t stray too far from the traditional, featuring warriors, clerics, and rogues.

Each door card, when flipped over, represents an obstacle to overcome, as well as the potential rewards for doing so. Each turn, after burning a few cards from the dungeon deck to the discard pile, which represents “time” spent, you can reveal what’s behind a locked door and take it on if your heart desires. If you defeat the card, meaning you are still alive and in one piece after all the effects are suffered, you can claim it as one of several things: experience points, an item, a skill, or a new potion type. Each of these affects your character in a specific way, and your current level card determines how many of each you can use at once. For instance, when playing solo and at level 1, you can have one item and two skills. You then tuck the card under the appropriate side of your character card to show off its benefits, such as an extra die to roll or new skill to use in battle. Identifying a new potion not only nets you more options, but also a free potion cube to boot.

Things I’m really liking a whole bunch about One Deck Dungeon are as follows. For one, all the character portraits are women and not sexualized, which is really nice to see in this field where bikini chainmail and mega-muscular dudes run rampant. Layering cards beneath the character sheet and watching the stats and abilities list grow is surprisingly effective and pleasing, reminding me a bit of how Gloom cards went on top of each other, as well as Munchkin weapons and armor sets. Lastly, the manipulation of dice–while at times it can feel somewhat like cheating–is where the most fun shows up, especially as you get more options for re-rolling numbers or exchanging them for other colored dice. Starting off an encounter with a terrible roll and a bunch of ones and walking away from it untouched after covering up every square is an extremely good feeling.

Sometimes there can be a lot of elements to be aware of, and the fights can become overwhelming. For instance, you have to remember that spots on encounter cards with a green shield must be covered first before any others, and the dungeon card has its own spots and effects to be aware of, like discarding all ones rolled each fight or spending extra time to use skills. You must also keep track of the enemy or encounter’s special text, as well as your own skills, and I started using extra white potion cubes as markers for when I used a skill so I wouldn’t accidentally use it twice and therefore cheat my way to victory. Occasionally, I’d goof hard and really want to walk back my actions, but it was almost impossible to remember what dice got traded in and what was originally rolled. Also, as mentioned at the top, the boss fights are pretty tough, and I don’t yet know if I’m the problem–remember, I still haven’t gotten past the pirates in Friday–or if they have been designed to be ultra punishing.

There’s a standalone expansion to One Deck Dungeon out already called Forest of Shadows that adds poison and dice exiling, but I think I’m good with my handful of scenarios and classes for a bit, unless I suddenly become a dice-rolling god, smiting foes and perils with little effort. I’ve also downloaded some extra content from the developer’s website, printing out the Phoenix’s Den and Caliana class cards myself. Evidently, there’s also a Steam version in the works, if that’s your thing; my experience with board games turned into videogames is somewhat limited, having played only a few matches of things like Smash Up, Catan, and Monopoly Plus, though one day I’d really like to check out the digital entertainment version of Lords of Waterdeep. We’ll see. For now, I’ll keep trying to roll six after six after six.

Even more games to acquire in the year 2018

Earlier this year, I put together a post about several games coming out in 2018 that I’m super-duper interested in playing. As if I don’t already have a backlog of un-played games that could fill up the Grand Canyon twice, but whatever. New stuff is always more exciting. Well, of them all, a few have come out, and I’ve gotten to see one through to credits, namely Legendary Gary. I’m still going to be picking up State of Decay 2 for co-op reasons, and I’ll be curious to see how Red Dead Redemption 2 is received despite never playing the first one or really falling hard for the Grand Theft Auto games. I’m also curious to know how The Swords of Ditto runs on PC, since I do not have a PlayStation 4.

Still, it seems like the last couple of weeks have brought about even more announced games for 2018, many of which I want to get my grubby, button-pushing hands on. Because I am never not sated. Right, well, take a look at the following titles below, and let me know if you are also interested in any of these or if you are too busy still playing Home Improvement: Power Tool Pursuit! to care.

No Man’s Sky

A lot of people were upset when No Man’s Sky came out and…maybe they had reasons to be. It over-promised, lacked communication, and potentially felt like a magician’s trick, if you went solely on its marketing. For me, this always sounded like a game I’d really enjoy, a laid-back take on exploring infinite universes, even before the numerous updates that went into it to flesh it out, content- and story-wise. The notion of exploring planets and casually documenting all life on them, both flora and fauna, sounds truly relaxing, real nice. So I’m super stoked this is coming to Xbox One, and this version will contain all the previous updates to the game, as well as the upcoming update dubbed “Next” at the time of the release.

Release date: summer 2018

Dragon Quest XI: Echoes of an Elusive AgE

This is both amazing and sad news to share with y’all, but Dragon Quest XI: Echoes of an Elusive Age is making its way to western shores after a long time of waiting and wondering. Yahoo and boo. Alas, not for the Nintendo 3DS, where I was hoping to play it and check out its two visual filters, one for retro pixel graphics and one for more modern 3D graphics. Oh well. At least it’ll hit the PC–a first for the franchise!–and I can see what the hubbub is all about, so long as my laptop can run it. Until then, I still have plenty of photos to take in Dragon Quest VIII.

Release date: September 4, 2018

LEGO The Incredibles

Mel and I are currently trying to wrap up LEGO Jurassic World, and it’s definitely one I’m not having a grand ol’ time playing. I mean, I didn’t like the 3DS version, but had hopes that the console versions would be fun. Alas, nope. I have some major issues with the map and fast traveling options, but that’s for another post. Coming out alongside the new movie, LEGO The Incredibles will cover both the first film and its sequel, and I think the superhero powers, as shown in LEGO Marvel Super Heroes, make for a good, zany time. That said, Mr. Incredible looks a little jarring in LEGO form, but I’m sure I’ll get used to it, so long as he can bust up stuff effectively for studs.

Release date: June 15, 2018

Lamplight City

I’ve only played one title from Grundislav Games, namely A Golden Wake, but really dug its look, sound, and general vibe. Plus, it was a modern yet old-school point-and-click adventure game, which I truly cannot get enough of these days. The forthcoming Lamplight City from the same developer appears to be checking off all these characteristics as well. It’s a detective adventure set in an alternate steampunk-ish “Victorian” past. Inspired by the works of Edgar Allan Poe and Charles Dickens, you’ll never find yourself stuck in a dead-end situation because if the case becomes unsolvable, you can simply move on to the next one, and the story will adapt based on your choices. Neat-o.

Wait a minute. Upon further research, I also played Ben Chandler: Paranormal Investigator – In Search of the Sweets Tin. Shame on me for forgetting that gem. At some point, I really should check out all them Ben Jordan romps.

Release date: sometime 2018

Red Faction: Guerrilla Re-Mars-tered

What a beautifully dumb pun. I smile every time I read it.

Red Faction: Guerrilla is a game I think about going back to often, but the truth is that my Xbox 360 now is kind of unplayable. I mean, no, it still works, but I have to switch a bunch of cords in and out and it’s a small hassle, big enough to keep me at bay. Thankfully, a lot of stuff is backwards compatible on the Xbox One, and, if not, there’s usually a good chance it has or is getting a remake/remaster. Which brings us to Red Faction: Guerilla Re-Mars-Tered. It’s the same-old third-person shooter about revolution on a Martian mining colony from 2009 you remember, but with cleaner textures, 4K support, and all that. I’m excited to go back and be the ultimate nuisance, driving through buildings, blowing up bridges, demolishing houses, and starting trouble at every turn. I never did get all of its collectibles.

Release date: end of June 2018

Palm Island

I’d love to have a solo card/board game to travel with, especially this summer as my family heads to Walt Disney World, and Palm Island seems like it could be perfect for a little gaming on the go or, more specifically, while stuck in an airplane and internally freaking about being so high up in the sky in a massive heap of metal and mouthbreathers. Using a deck-transforming mechanic, players must use just 17 cards over 8 rounds to shape their island and overcome its unique challenges. You do this by storing up resources to pay for upgrades and upgrade buildings to access new abilities, with each decision changing your village from round to round. At the end of 8 rounds, you calculate your victory points to see if you came out a winner. The Kickstarter for Palm Island was successful, which I did not back, and so now we wait.

Release date: estimated delivery in June 2018