Prior to writing this review, I spent a decent chunk of time playing Mothergunship; nine hours, to be exact. Yet I feel like I spent twice that time contemplating one simple question: why doesn’t this game work for me? I’ve played and loved fast-paced first-person shooters like High Hell. Roguelite FPSs such as Immortal Redneck have brought me countless hours of bliss. So, the mystery of Mothergunship’s mediocrity has plagued me, to the point where I had to go back and replay some Immortal Redneck to attempt to glean some fresh insight.
Today’s article is going to be a bit different from the ordinary. For starters, it’s not going to be a review, or even an in-depth analysis. It’s merely a spirited rant about my time with Niffelheim’s PS4 release. I didn’t play the original PC edition, and I only played this version for 3 or 4 hours. However, that was more than enough time to determine that I didn’t care to spend anymore of my life with it. In recognition of the fact that I haven’t delved deep into Niffelheim as I would for a normal review, I will not be including a score at the end. Also, my views here will be a lot less balanced than they sometimes are; again, this is a rant, not a thoughtful op ed.
Rogue-lite mechanics have been one of the most popular features in indie games for years now, second only to pixel graphics, it seems. I get the appeal: given the comparatively small budget that many independent games have compared to their AAA counterparts, being able to artificially extend an experience with a near-endless supply of randomly-generated content is an appealing proposition. However, its prevalence has started to wear on me over the years, to the point where “rogue-lite” or “rogue-like” as buzzwords often tarnish my interest in a game. Thankfully, while this did somewhat colour my experience with Everspace, there were enough good ideas under the surface that it was worth a more thorough look.
Randomness in games is an excellent method of promoting custom story generation. The fact that nearly everyone will have an experience that is at least marginally unique means that there’s always something new and interesting to talk about that many players may have never seen or heard of. That’s the goal with The Long Journey Home, a rogue-lite space game that channels FTL: Faster Than Light and No Man’s Sky into a challenging, galaxy-trotting, survival experience.
Come and sit down; I’ve a tale to tell,
Of a game whose mechanics were boring as hell.
It was quite the looker; the work put in showed,
Yet no joy was present while travelling Plague Road.
The menus seemed like those for mobile devices,
As though the game had an identity crisis.
It seemed to be built to be played on the go,
Where perhaps the repetitiveness wouldn’t show.
Instead, it was ported, so haphazardly,
To Vita, PlayStation 4, and also PC.
I found all too quick did monotony creep,
And before long, the game had me falling asleep.
Move over, Indiana Jones. You too, Lara Croft. There’s a new tomb raider in town, and they’ve got one hell of a mouth on them.
That mouth certainly gets put to good use in Immortal Redneck, an Egyptian themed, rogue-lite first-person shooter. The titular redneck spouts countless quips as he traverses one of three pyramids, spewing everything from random expletives to Back to the Future references. Ordinarily, this would seem out of place, considering the myriad of mystical monsters in his way that would have most folks running in terror. Then again, most folks probably aren’t equipped with enough firepower to make Michael Bay shed a tear.