Rift, FlyFF, and other MMORPGs

So yesterday my brother, during his usual ridiculously-early morning visit, informed me that Rift had jumped on WoW’s trial bandwagon and decided to allow play up til level 20, and I, having heard Good Things about it via Penny-Arcade and other sources, decided to give it a shot. Now, I can’t recall if I’ve mentioned this before, but I don’t “do” MMORPGs. I can’t remain interested in them for an extended period of time. Eventually I percieve the underlying mechanics and the grind wears on me, and I stop playing shortly thereafter. I think the longest time I played an MMO (aside from a sporadic flirtation with Runescape about 7 or more years ago now, when I’d use it to keep my mind off of the things that stressed me to the point of not being able to attend school) would be FlyFF, a free to play MMORPG with the “selling point” of being able to fly from level 15 onwards, with the appropriate gear, of course. This was mostly down to having a really pretty art style, the flying actually being fairly fun, and because I got some of my friends into it to play with me. Ironically that was also what got me out of it, as I realised that my level 30 build was too well-rounded, and therefore failed to excel in any one role, which as you may or may not know, is sorta suicide as far as long-term MMO plans go. Embarrassed by my screwup and not wanting to hold everyone back by rerolling and starting at level 1, I began to play less and less. I do have some good memories of it though. Oddly iconic moments like our little party all meeting up on a floating island, on the outskirts of the main city, to discuss what to do. Moments like that are actually what made me want to design an MMORPG around that time. But anyway, enough about FlyFF.

Rift, through the 12 levels I’ve played through so far, is a fairly solid MMORPG with a fairly strong narrative arc. I joined a PvE server because I dislike having to deal with griefers and douchebaggy sorts, and the first few levels are spent in a setup situation, a marriage of tutorial and backstory setup. The factions in conflict are effectively the ones chosen by the Gods to save the world from the big bads, and the rebels using the technologies that caused the calamity against them. The skills are fairly varied and neat to use, though the UI can become a bit cumbersome at times since swapping hotkey sets and fighting doesn’t work terribly smoothly, and I’ve wasted a few attacks more than once when I’ve thought I was in the right set but wasn’t. The art is fairly plain in honesty, the one exception to this being the titular Rifts, giant tears that can happen at any time and in any place during gameplay, and acting as a sort of spontaneous open instance as players work together to complete objectives, ultimately resulting in the rift closing and everyone getting some uncommon loot. The few times I’ve came across these I’ve had a lot of fun with them, even if I wasn’t sure how much I was really helping compared to everyone else.

Quite a few of the quests ARE of the “kill x monster y times” or “gather this loot from x monster” variety, but there are also things such as turning students into sheep for a student’s project, or collecting books, and there’s a variety of side-tasks such as finding little items around the map to collect, gaining a bonus when you complete a set, which exist throughout the game and you have no requirement to do, it’s just A Thing, and seeing as I hadn’t unlocked every menu doo-dah by this point I probably haven’t seen the full depth of tasks available.

As for the requisite crafting system, you can train in up to three (out of an available… nine? I think?) professions, some of which are “gatherer” professions such as mining or foraging, and some of which actually make things, like Weaponsmithing or Artificing. This situation, of having the “making” and “gathering” skills split and finite, means that you can either be incredibly specialized with several gathering professions to support one type of thing you can make, or rely on trading with other players to gain the missing items you need. Since I’ve not asked anyone else to take the 10GB plunge (for that is how big the update was over the course of two hours) I don’t know how well that works out, as my server was also rather low on people, which is my fault and I could move to a more populated server if need be.

All in all, and to draw this blogpost to a close, I’d say Rift is a pretty solid game which, if you have the time and the hard drive space, is probably worth checking out. Then again, you could also donate that time and space to downloading the WoW level 20 trial. Or more accurately, twice that space. Possibly more. I’m pretty sure they’re hiding the uncompressed human genome in their update files.

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Toot Toot Sonic Warrior~

So, aside from the ICAs I have been recently duelling to the death (two down, one to go) I had D&D last weekend. It honestly feels way longer than a month since we last held it, and the last time it probably wasn’t the best of sessions, what with the board being washed away with a spilt drink and my mood tanking from thereon in, but this last week definitely made up for it, with possibly the best session we’ve had, even if we STILL didn’t get out of that tower. Highlights for me were probably the almost KOing of Beorn, Max’s character, and the puzzle room going down as well as it did, especially as the changes I made to it were pretty much last-minute. Originally the map was going to look like this:

Dungeons and Dragons map

A bit badly lit, but you get the idea.

But in the end I decided to add a few props to the room, still pretty simple, but worked pretty well and I got really positive feedback from everyone for it, so I think that’s a “yes” to spacial puzzles. Now, as you can see, the layout itself is pretty simple to solve, so I added “optional” triggers to open secret doors if the players redirected the necrotic slime into the channels passing into the walls, knowing that odds are once they worked out how one worked they’d activate the other. Originally I had a combat encounter here, but in the end I decided to give the PCs a way out of it since we were pressed for time. I’d go into what I have planned next, but at least one of them reads this so spoilerth. I will say I may have plans for the necrotic slime in the immediate future though, and if that goes well it’ll probably be the subject of the post following this month’s D&D.

In other news the games sales have been kind to me as of late, netting me FF7 and FF9 on the PlayStation Store, and Sonic CD and Sonic 4 on Steam. Any opinion I give on a Final Fantasy title would be made immediately redundant by the thousands who have set foot on that ground before me, so I won’t go there, but I will say that Sonic CD and Sonic 4 look pretty nice, evenif Sonic CD managed to find a way to stutter in Windowed mode. I’ve played them both through before, so I’m not getting the First Experience perspective playing them, but it’s pretty interesting seeing the two directions they took Sonic in (Sonic CD and Sonic 2 were being developed essentially in parallel) and in my opinion, Sonic 2 is the more polished of the two. There’s just something in Sonic CD’s art and level design that feels cluttered to me, and having to search for Metal Sonic holograms, robotization machines (what IS their formal name, anyway?) and time travel signposts themselves doesn’t help with the clean lines you find in the main series.

Then again, maybe if I played it to death when I was a kid like I did the rest, I’d feel all the lines were clean. Even the ones where rings are stuck in walls.

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Coursework Season (AHA)

Well, my counterpart posted a week ago and to keep the chain going I need to sit and write this, and since this is the reason I’ve not wrote anything sooner, here goes nothing.

So I hate coursework. Specifically, essays and reports. Anything with a word count. I’m somewhat fortunate in that at my university the word target is more a suggestion and going over it doesn’t result in defenestration or cricifixion, but it always seems so insurmountably high. The current “biggie” I have on the go is a Games Technology research and design ICA. 3000 words, of which I have 750, and a week to find the rest. Now give me a programming task, I’ll set to it, I’ve already almost finished my programming ICA ahead of time in fact, and the only reason it ISN’T done is because I feel bad when I should be doing the Games Tech ICA. It’s kinda on the brain at the moment.

On top of the ICAs I have other obligations to attend to, and I take them all equally seriously. Even the non-academic things like not alienating my friends, this blog (thus staying up to find things to say), my relationship, D&D… Chances are I’m spreading myself too thinly and something will have to give, but I’d hate to do it any other way. All the things I consider obligations are important to me. It’s how come I feel obliged to do them, not the other way around. I feel like focusing on JUST academia hurts yourself in the end as you damage your friendships and relationships, and even though you might not notice the effects because you’re too busy, most often they’re there.

I know I said I’d be sharing the XP tables I was gonna write, but I changed my mind. I don’t feel terribly proud of the things I want to improve and incentivize myself on, and publicizing those things would make me feel less happy doing them. When I’m done with it, however, I will start posting XP gains per (time lapse) and there may be a post referencing the system and potential refinements in the future. For now, I’m gonna get some hot chocolate or something, and prepare for sleep. I have 2250 words on the PS Vita, iPhone, Android devscene, and the OS and devtools surrounding each to write, and I’m gonna need all the mana I can get.

EDIT: Why can I crank out 400 words of personal diatribe in under half an hour but it takes me a whole night to write 500 words about handhelds? Clearly I should make my own handheld IRL, then I can write all the 3000 word essays I like on it.

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Gamification of day-to-day workstuff.

Okay, so I’ve been binge watching Extra Credits recently and so I find myself thinking about things like gamification more. For those not in the know re: that, it basically involved adding a game mechanic or system to a more traditional system. For example the education system, though with enough thought on the matter you could implement it in almost any system. The example they gave was credit card companies offering bonuses for what is, in all practicality, reckless spending.

Now as I write this I’m heading into uni. Late. Several factors contributed to it least of all my brother arriving at ungodly hours when I needed sleep but in essence the problem could be avoided with a few lifestyle changes, particularly with my sleeping pattern and eating/drinking enough.

So I’m thinking to myself, “Why don’t I try applying these concepts to my uni life?”. It may be a bit odd, but it could work, and even if it doesn’t, it’ll be an interesting experiment nonetheless.

So, first things first, this system needs rewards. I’m going to use game time and webcomic checking, seeing as they’re my primary sources of procrastination. We’ll work out specifics later.

Next, we need to decide what I’m going to award points/xp/whatever for. Here’s the key points I have at this point:

  • Getting to sleep at a reasonable hour.

The biggie. Odds are my life would be a lot less stressful if I didn’t sleep in as much.

  • Eating breakfast, dinner, and tea (bonus score for supper?)

I forget to eat. Quite a lot. More often I find myself judging from the time that I “should probably eat”. Actually doing this would probably help quite a bit too.

  • Have something to drink (capped to prevent abuse)

Same for forgetting to eat, but with this capped because otherwise you could keep making pots of tea and racking up the xp.

  • Complete assignments.

Big xp chunks for ICAs, smaller ones for smaller things like individual maths sections.

  • Work on personal projects.

While not as productive as uni work, hitting milestones with my personal projects being a source of points will enthuse me to do more.

  • Write blog posts.

Honestly, I have fun doing this when I’m doing it, but when I just “need to” it feels sorta like a chore.

  • Help people with stuff.

I like doing this anyway, but it SHOULD be in a reward system, because it is a Good Thing. Plus sometimes it causes me to miss other goals like Sleeping On Time.

…Yeah, I think I’m done for now with that.

As far as restrictions go, points are not spent in cases where working is not an acceptable action, like being at a LAN for example. If work IS done however, points should still be gained.

Next I think the system is finally up to points assignment, and seeing as I can’t add much more in that aspect from my Pandora (tables vs. mousepad: nu.) I think I’ll call that the end to this post. I’ll post the finished tables and my plans for when I’m implementing this next time.

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Further Exploration of Digital Planes

Today I’m gonna get the ball rolling with a game concept. Genre: RPG/Action.

A player has a realSpace (ingame IRL concept) body and a gameSpace (ingame MMO concept) body. In realSpace the player’s stats are “normal”, low by default and raised by training in various manners, but nonetheless slow and will never result in superhuman properties, as well as being heavily abstracted and out of the player’s direct view. In gameSpace a player’s body (or avatar, if you like) has stats initially based upon one’s realSpace stats, but further augmented by skills, level, equipment, abilities, and such.

Level would be gained primarily through success in challenges (perhaps competitions and themed events) and primarily affects caps on skill, equipment and ability power. Skills are where your distinctions primarily come from, and have a base depending on your realSpace skills/stats, representing your realSpace character’s natural ability. For example, something like lockpicking you either know how to do or you don’t, and it’s a matter of manual dexterity primarily. In a VR where you have full control over your avatar’s action, it would be illogical that you suddenly found yourself unable to pick the same kind of lock with the same equipment. Skills may be modified by “training” in gameSpace (substantially faster gain than in realSpace but works towards your total skill cap whereas realSpace bonuses don’t), buying boosting items or having augmenting equipment.

Abilities are either bought or made, using a system that works sort of similar to the FFXII Gambit system, in which different triggers and actions can be decided upon, and a cost applied to the skill. Key points include Casting Method, naturally determining how an ability is activated, Exit Method, determining what causes the ability to cease, and duration. Everything that happens between the Casting and the Exit is determined via triggers and commands, which eventually determines an appropriate cost in Ability Points. Each ability can only be used once per challenge, and level is the primary determinating factor in how many Ability Points you have.

Equipment is largely as it is in most RPGs, affecting stats when equipped, etc, however some higher level equipment can have Abilities bound to it, both increasing the amount of available abilities and creating a new avenue for Casting Triggers. realSpace also has equipment, but the effects are entirely bound to realSpace, perhaps increasing the effect of training or reducing your downtime, your physical body needing rest for your virtual body to function properly.

Challenges are things such as Arena combat, races or gauntlets, or other tests of skill that can be performed to gain money, items, and reputation in gameSpace. A character may be well known in one league and a complete unknown in another, though if you become a champion of one league, people WILL notice you when you enter another. Reputation may affect what items and abilities are available to you, as well as open new events, both in the challenge sense and the plot sense. It costs money to enter challenges, though the winning prize money is always more, so if you win, you get it back. You just have to be careful not to lose too much otherwise you can be stuck having to earn money in realSpace, the currency of both worlds being one and the same.

If I decide to develop this idea a little more, next time I’ll probably go into some worldbuilding, the background of the sort of place that would result in a society with a virtual world unified with the real one.

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Laptops, Lovefilm and La-la-laaaaaaaaaa!

…Whaddya mean, I clearly was reaching for a third L-word and couldn’t think of one? I plead innocence to this accusation.

So I’m thinking of getting a laptop. I don’t need one, per se. My Pandora already does most of what one does while being the size of a classic DS, but I really want one. My excuse is that it’s easier to program on and compiles for x86/64 rather than ARM, and that it has enough meat behind it to handle anything I might make. For the most part though, it’s just that laptops are cool. Nowhere NEAR as awesome as desktops, and I strongly believe that if your laptop ever ends up being better than your desktop then you need to upgrade it (unless you’re a crazy person with a £1000+ laptop and twice that in insurance for it, but you’ve got your own problems there) because desktops just WORK better. They trade flexibility for stability, and this is the one place I’m happy to trade flexibility off, because if I lost even 10% of my personal files, someone would die. Swiftly. It would involve a great deal of fire.

There’s enough of myself in my desktop that it works as a phylactery, and I couldn’t put that at direct risk. I know so many people that have had laptop problems, and while I can happily swap out any troublesome hardware from my PC, laptops often have much less versatility in this manner, a tradeoff within a tradeoff.

With this thought of potential failure, I’ve budgeted myself around £350-£400, so that if it breaks, it’s not like I’ve thrown a fuck-ton of money down the drain. A shit-ton, sure, but still within acceptable margins of doofusness at this point, I hope.

To shuffle into the second title point, I have a Lovefilm now. Lovefilms are cool. It does Lovefilmy things like send me games to play for a lot cheaper than they might cost, meaning I don’t have to wait for them to drop to an acceptable price to play, and recently they’ve started rocking a pretty solid movie streaming service. Not everything on there is free, but about 80% of it is, and what’s there is pretty cool, all in all. I’m not about to turn into the Movie Recommender Guy because I know my taste is damn weird, but there’s a lot on there to be interested in. If I was gonna say one film, I’d suggest How To Rob A Bank. It’s a really novel take on a bank heist, if subtly surreal, and I’ve watched it a few times now and remained entertained.

Now we move onto the La-la-laaaaaaaaaaaaa portion of this. La la laaaaaaaaaaaaaaaaaa!
Okay we’re done here.
Move on.
…What, you want more?

First of all, my site is getting updated. The D&D section isn’t blank anymore, I’ve tweaked the UI, and I’ve changed the homepage so that recent blogposts show up on it. Next I’m gonna finish writing the D&D section, update the Neo-G section, and… I dunno, make a new unfinished projects section or something?

I’ve finished Sonic Generations, and I was gonna post about it, but the gist is this: It’s great. Buy it. It’s great. SEGA are going to have to resort to human sacrifice to keep this quality level up, but y’know something? It might just be worth shoving someone else onto the altar to see what they do next with this return to form.

I’ve been playing Dungeon Defenders, and it is well worth your time and effort for what is effectively a fantasy tower defence game with hack-and-slash DNA woven in. I’ve clocked 31 hours in it, which draws for the most time I’ve spent playing something that wasn’t an Elder Scrolls game, as far as Steam’s numbers know, and I have the attention span of a-Oooh, shiny! Shiny shiny shiny sh-*AHEM*

Dungeon Defenders

"YOU SHALL NOT PA- What's that? Wrong class? Okay, back to carving then!"

Played jokes aside, if you have friends, get it. If you don’t have friends, get this, make friends from it, and then play it. It’s well worth your time.

I’m gonna bring this to a close now, since I’ll be expected to have something left to write for next time, but have fun with whatever y’all are up to at the moment, and <INSERT WITTY SIGNOFF HERE. REVISE LATER.>

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Let the Wars Begin!

Craig Charles

Okay, maybe I'm being a little dramatic, but you can't go wrong with a Robot Wars reference.

Way back in the mists of time, when the earth was still young and more importantly I began this blog, I referenced a James who would possibly also be posting here. As you may have noticed, no such event transpired and the reason is simple: The spoony bard set up his own blog. The nerve, I know! Eventually, like my own as of late, his also fell into idleness and disarray, loved by spambots until filters were activated and by few afterwards. Why am I mentioning this now?

We’re bringing sexy posting back. In pog form!

…Nobody? C’mon, it’s HALF a Simpsons reference! Fine, be that way, see if I invite you to my birthday, Imaginary Audience.

So basically the gist is that when one of us posts, the other has to post within one week. So when James posted on the 6th, I had until the 13th to do my own post. Whoever breaks the chain gets fed to sharks. Luckily, this one was pretty obvious as far as post content goes, but no idea what the next one will be about. Maybe I’ll just post a picture of a baby chick and subvert the spirit of the whole system… actually, considering the “challenger” lives close enough to come and beat me with a cardboard tube, maybe not!

But yes, the gauntlet has been thrown down, white silken gloves have stuck faces and thumbs have been bitten at Sirs. Come check back by next week when I’ll ramble about something new, and keep your eye on my cohort’s blog for his return volley.

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Chronicle – The Day the World Revived

A seed. It rests, dormant, in the midst of a thousand just like it, and yet completely different. The winds of change come, casting it and many of its brothers into the air, sending it to meet the heavens above, albeit only briefly before it is carried onwards, to do the task the winds and the skies and heavens asked of it.

It finds the earth below, and rolls, dancing across the dust and long-sleeping savannah, skimming over a thousand long-gone memories of what was. It finally finds rest in the deep cracks of a dried-up riverbed, and in this windswept monument to the richness the world once held, it finds solace, in a single unstolen bounty of hope, the barest of chances in the barest of places. There is water here.

The seed sleeps aside the bounty for a tauntingly long time, waiting, hoping, for the earth to yawn. And yawn it does, a light tremor, waking the seed and the water, bringing them both together at last. There is but one seed, and little to feed it, but, as we have said earlier, this is not an ordinary seed, and it has no intention of giving up now.

Time marches silently on, and the seed, given this spark, grows. It begins slowly at first, but then increases in speed, defying reason as it changes, reaching ever higher into the skies from the barren wastes, as if seeking counsel of the gods, until it indeed pierces the heavens alone, a grand tree, calling up to the sky and down to the deepest and oldest parts of the earth, a solitary tower of darkened browns and greens and pinks and blues and violets, shimmering in the proud winds.

The once-seed twists its roots, deep below the earth, splitting and knotting and searching, finally piercing the crust of the earth once more, and then again, and again still, sewing a myriad trails across the sleeping planet, until the winds change again, a final favour to this world, and the tree sends its children across the deserts, the tundra, the lifeless wastes that encircle this gaia, and they too take root, growing not into trees as the father, but something new, like flowers, like gemstones, nestling into the earth and the roots of their father, biding time, enjoying their fleeting glimmering existence, before they sacrifice it all, to begin the world anew.

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Fantastical Mundanity – Clearpass

So, supposedly I should do a blogpost. No idea what to do it about but heeeeere we gooo and all that. Stream of thought GO. I’ve been working on a story, extending onwards from this blogpost, following Ren Denton and his journeys, or possibly his frustrations. Kinda got bogged down in writing about one town though, and drawing it out. I may even end up writing it out as a D&D setting, depending on how things go. Shall we attempt to write something about the town? Aaah sure why not.

The town of Clearpass rests at the edge of the Greyveil forest, serving as a resting point for traders on the way to greater things. Some do settle in this place, however, attracted to the relative peace and serenity granted by strong walls and few monster attacks, the dungeons trailing under the forest surprisingly benign most months.

A fairly small town, Clearpass has but one school, though some of the nobility deign to hire tutors from places afar, rather than have their children mingle with the lower classes. The town is presided over by Baron Kempt, a noble of some distinction, once renowned for defending the town against the goblins of Kintrail Moor for 3 months, refusing anything but the barest of meals to keep him going and ordering his cooks to aid the common townsfolk instead. It was during this time that the baron also instituted the town farms, valuable in times of peace and essential in times of war. In these peaceful times however, the Baron has grown bored, rarely leaving his castle, leaving most administration to his advisors and the captain of the town watch.

…I’ve gotta admit, I’ve got a pretty strong urge to install MediaWiki on here entirely so that I can expand this thing later without too much difficulty.

EDIT: On Dungeons

The true nature of Creare dungeons is largely unknown, they appear to shift in shape, size, complexity and position, often without warning, causing mayhem for those living on the surface above them. They appear to be drawn towards populated areas however, breaking through the surface near towns, cities and villages and summoning all manners of dark creatures. Conversely, their expansion seems to slow whenever they contain wealth or artefacts of power, whether the dungeon seemingly creates them, or a task force or adventuring group places them within as a placatory gesture.


Dungeons can be temporarily sealed, either by physically filling or collapsing their tunnels, or by travelling into the dungeon’s depths and destroying the pulsating crystal found deep below. It is believed by scholars of the sage Oberandus that this crystal is the “brain” of the dungeon, though no theories have taken hold regarding how one dungeon can become active multiple times, each time with a new crystal.

While any open dungeon is dangerous to civilians due to the looming monster threat, those of a more military disposition have noted that the level of danger within and around a dungeon is related to both the amount of time the dungeon has existed without being raided and its crystal destroyed, and to the degree of wealth within the dungeon. In the case of the dungeon running beneath the Devar Desert, the beasts and traps lurking around the entrance are alone enough to rout inexperienced soldiers, and quickly turn fatal for all but the hardiest of warriors only a few floors down.

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…Yes, I am amused by writing Capitalism in capital letters. Anyway, as it’s Christmas, or as it’s known to some of you, Summer, I’ve decided to do a write-up about a Recettear: An Item Shop’s Tale, which I just got around to finishing last night. I did get it ages ago, played it to death for two days straight, then got distracted by something shiny and never finished it.

Where to start… first of all, you might want to know that the game originally came from a small Japanese studio, EasyGameStation, and later was localised into English by an indie group, Carpe Fulgur. As such while the writing flows wonderfully the voiceovers are still in Japanese, so if you’re allergic or something you might want to play with voices off. The art is simple and clean and the character sprites are pretty solid for what they are. The plot is fairly light, you play as Recette Lemongrass, the daughter of a former shopkeeper who up and left when he decided being an adventurer was where the chicks were or something and hasn’t been seen since, leaving her behind as well as a considerable debt. Enter Tear, an aloof fairy under the employ of a collections agency, tasked with getting the loan repaid by any means necessary. Recette’s sheer childish innocence about everything seems to disarm her though, and she gives her one last chance – Pay off her father’s loan in installments, by reopening the item shop and vending away.

That’s right. This is in essence an Item Shop sim. Hey, get back here! It’s good, I swear. And there is actually an action role-playing game in there as a sort of minigame (that can take longer than the actual game) so nyeeeh.

Frankly though, it’s damn refreshing to see something that plays with these ideas in such a way, inverting the usual order of things where the adventuring player checks the item shop for wares before heading off to engage in derring-do and all that. Now you’re the one vending the items to people with a passion for having pointy objects stuck in them, haggling prices and giving sneaky discounts to adventurers whom you’ll be wanting the services of later.

When I put this down in notepad it sounds very plain, but the truth of it is that the game is so damn charming it kinda draws you in. It toes the line between funny and sweet wonderfully, and the localisation team knew exactly what they were doing when they saw what they had to work with. Seriously. There’s even one instance of “Son of a SUBMARINER!” being used, and if you don’t get that reference then you can just smile and nod and pretend I made a funny that you do understand.

Another thing of note is the New Game+ content. For those not in the know, this is basically after-complete content, such as new areas and items that you might not have been able to get before. This game took me about 20 hours overall, without factoring that in and I’ve had enough fun to at least give the Endless Mode (playing after the end with shinynew stuff available) a shot. There’s also a survival mode with an infinite debt that you have to try pay every week until it’s all over, and though that’s not my style it sounds like it could be fun for people that like a more goal-oriented game. At the time of writing it’s on sale on Steam for about £6, and I dunno if it’s worth that if you’re the sort that considers non-physical copies to be inferior, but it’s damn good and kept me entertained.

Besides, we need to support these games that aren’t just cookie-cutter crowd followers, and the localisation studios that allow them to reach a much broader audience, right? There’s probably a demo floating around somewhere, there always is for this sorta stuff it seems, give it a shot and see what you think? Tell me in the comments or my MSN window if you know me personally. Or both!

…And I’m totally holding off on playing Portal 2 just to write about this game. Take that as you will.

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