Pokémon games will always hold a special place in my heart. The first video game I owned was a copy of Pokémon Red that I played on a second-hand Game Boy Advance, and it was a truly transformative experience. Having so many different creatures to learn about and collect was exciting, and that combined with an expansive world full of mysteries and secrets made it something that I put countless hours into. Since then, while I’ve drifted in and out of the franchise, I’ve maintained an interest in seeing what it’s going to do next. In contrast, an area I haven’t explored much is the broader creature collector genre, which seems to be seeing a resurgence in recent years with games like Cassette Beasts and Beastieball becoming indie darlings. Enter Voidsayer, which combines classic creature collector trappings with some roguelite elements and a dark atmosphere to create a unique – albeit deeply flawed – twist on the genre.
Tag: Strategy
Tiny Garden Review
I never got into the Polly Pocket craze as a kid, due in no small part to a fairly strict adherence to gender stereotypes. That being said, I don’t recall them ever entering our household, even in the hands of my older sister. There were several Barbies and similar toys, but Polly Pockets seem to have passed us by. However, even now I find the concept to be pretty fun: a portable capsule toy that contains a customizable world within, featuring furniture, toys, and of course, little dolls. It provides all the necessary features of a dollhouse, without the large space and financial commitment inherent in one, easing the burden on parents wanting to provide a way for their child to play house or other activities.
The Muddled Politics of Technotopia
Sometimes you play a game and can tell right away that it’s going to give you Thoughts™, but that wasn’t the case with Technotopia. My time with it started out the same as any other game, doing my best to get absorbed into the world it crafted and gameplay mechanisms it implemented, all the while taking notes on the side to prepare for the inevitable review. And then things changed. The narrative beats slowly began to go off the rails and I went from raising an eyebrow occasionally to having one permanently cocked. Futurist stories have the capacity to hold up a mirror to our current world or speculate on what tomorrow may bring, and yet Technotopia frequently feels like it gets so lost in critiquing what’s happening now that it forgets to provide that extra layer of futuristic abstraction. This is less satire, and more someone stating their beliefs directly to the player. And let me say, some of those beliefs are … questionable to say the least.
Minami Lane Review
It’s a great time of year for cozy games. With the weather getting colder (though where I am it’s still unseasonably warm) and the days shorter, there’s nothing quite like curling up with a welcoming game. Well, maybe not literally; it’s hard to curl up at a computer desk without getting into spine-mangling poses. Be that as it may, jumping into Minami Lane at this time of year turned out to be an excellent choice on my part. It’s a brief experience, but one which I absorbed in bite-sized portions, making it seem longer than it actually was. And for my money, if you like the idea of a city-builder game but get easily overwhelmed, it’s well worth a look.
Coin Factory Review
I don’t know if I get Coin Factory, and that’s weird, because really, what’s there to get? It’s a game about making money, plain and simple. It’s so straightforward on the face of it that the tutorial can be completed in less than a minute. And to be clear, I understand what the goal of the game is: place down tiles to create a little money-making engine until you’re able to generate ten trillion dollars and buy the Box tile that ends the game. Continually tweak and optimize your designs so that you can cut down the time it takes to buy the Box on a given level, or branch out and try different maps to test your skills under an assortment of restrictions. It’s really not that deep, which is why I find it confounding that it baffles me so. Perhaps, then, it’s silly for me to be writing about a game that on some level I find completely inscrutable. However, it’s my hope that in doing so, I’ll be able to achieve some level of clarity on what Coin Factory is trying to do, and whether it succeeds.
Mini Airways Review
I’ll admit that I was a bit put off by Mini Airways the first time I saw it. Scrolling through projects on Kickstarter and – after filtering through the billionth asset flip/generative AI piece of guff – seeing something that appeared to be little more than a rip-off of Mini Metro – a game I love – had me rolling my eyes and moving my cursor to close the tab. However, after doing a bit of reading and learning that the devs were not shy about where their inspiration came from and had actually been in communication with Dinosaur Polo Club (Mini Metro’s developer) about the similarities between their games, my mind was put more at ease. I decided to back it, and the wait began for it to fund and release. A few months later, and having played the full game, the question remains: is it any good, and does it differentiate itself enough from Mini Metro to be worthwhile?
Wartile Review
“Now I am become Viking, the destroyer of board games.” I made this remark while discussing Wartile in a bored, semi-inebriated stupor with a friend of mine. In hindsight, I find it to be utterly nonsensical – I certainly meant it to be at the time. Yet I still find it to be less bewildering than some of the design decisions that went into Wartile.
Terroir: A Lesson in Winemaking
Games can be great at teaching. Titles like Influent attempt to game-ify the process of learning a new language, while games like Papers, Please opt for a more “immersive” approach, teaching the player not about real-world events specifically, but about the circumstances that no doubt surrounded the events it parallels. What I find particularly interesting, though, is the games that don’t so much “teach” as they “encourage to learn”. I’d argue that games like the Civilization series are a perfect example of this; while they don’t specifically mirror history (unless Gandhi was secretly a psychotic warmonger), I know of several friends who have started researching historical civilizations and figures simply because they got a taste of the available knowledge in a game of Civ. It’s in this category of games that Terroir finds itself, both to its benefit and detriment.
Mushroom Wars 2 Review
I suck at RTSs. Over the years, I’ve tried repeatedly to get into the genre, yet never managed to make any headway. From mainstream successes like Halo Wars and Total War: Shogun 2 to smaller, more “accessible” titles like Boid, I’ve always hit brick walls almost immediately. Going up against the AI sees me getting stomped as soon as the tutorial ends (or sometimes even earlier than that), and multiplayer is completely out of the question.
With my stellar track record, I was more than a bit apprehensive when approaching Mushroom Wars 2. However, its adorable art style won me over, aided by promises that it was approachable for players of all skill levels. I must say, I’m extremely glad that it did.
Welcome to Buttsville: My Week as Mayor in Community Inc.
I arrived in town bright and early, and was quickly greeted by a company representative. Almost immediately, they began rattling through their “best practices” list that every new hire has to hear. To be honest, I didn’t really mind; this wasn’t my first run as mayor, but, seeing as I’d been out of the game for a while, it was good to get a refresher course. Something seemed off, though. The rep’s ear-to-ear grin and exuberant shaking of my hand seemed to mask the fact that they were more than a little scatter-brained. Within minutes, they jumped from the acquisition of Lings (citizens of the town) to resource gathering and management, and then into combat and trading.
“But wait, how do I—”
“Aaaaand that’s it! Good luck!” cried the rep as they dived past a Mushface (a race of lumbering mushroom-folk) into the town’s dimensional portal. I looked at the Mushface, confusion and worry plastered all over my face, but he just shrugged and walked through the portal. An auspicious start.