Tag Archives: Survival

Surviving Survival

Despite playing some relatively hardcore games, my partner had seemingly always been opposed to the concept of gaming on a computer. On one hand, I understand wanting to keep some kind of separation between work, school, and innumerable other “serious” activities you might use a computer for, and pure entertainment, like gaming. On the other hand, several of her favorite genres, city building and adjacent strategy games, for example, are quite PC-centric. It has also been a struggle to find good opportunities for “couch” cooperative play, regardless of genre, on consoles over the years, yet there is what seems like a constant drip of intriguing online co-op games being released on PC. At some point in the last year she had a total change of heart and decided she wanted me to build her a gaming PC for her birthday. Once completed, we almost immediately dove into the deep end with one of her other favorite genres, open world sandbox survival.

Zombie horde, meet Iron Fireaxe!
“Zombie horde, meet Iron Fireaxe!”

I’ve talked about 7 Days to Die a little bit on here before, as we’d played the Xbox One version of it split-screen years ago, but the console ports lagged behind the development of the PC version and were eventually entirely abandoned. Once we had our fill of that version, we left and never went back, though often lamented not being able to play the supposedly superior PC version. Playing it on PC promised a lot more content, better graphics and performance, and, as luck would have it, the ability for us to jump in with family who were already fans of the game for a much more lively 4 player romp. Did it deliver? Well, yes!

While I still can’t escape the slightly janky look and feel of 7 Days to Die, it’s undeniably a vastly superior experience all around on PC. One of our team was quite seasoned at the game, so with his guidance, we immediately found ourselves a home base and began gathering equipment and leveling up our characters via the game’s traders and their dynamic quests. We played at least two whole campaigns, and though the game doesn’t really have a true ending, we progressed through all of the quest, gear, and skill tiers in both. In fact, we spent so much time in the game that I think I’ve had my fill for a while. While there’s always fun to be had with the emergent quality of playing these types of open world games, especially with other people, survival games like this tend to be the most fun while first figuring them out, and maybe an additional time after you have a better understanding of the systems at play. After that, the best reason to jump back in is a big new patch that overhauls systems and adds new content, which thankfully 7 Days to Die does yearly or thereabouts. On top of the basic gameplay loop and systems therein becoming a known quantity, I found 7 Days to Die’s character and tech progression to be just a bit boring.

Sniping zombies as they funnel into our compound during a Blood Moon.
“Sniping zombies as they funnel into our compound during a Blood Moon.”

Moment to moment gameplay isn’t particularly exciting either, and although there’s always a bit of tension when exploring a new building to clear out a zombie infestation in order to complete a quest, for instance, it doesn’t quite pull off the same feel of desperate scavenging that made me love State of Decay so much. Where it does succeed magnificently is the “Blood Moon” horde night mechanic which the game is named after. That is, every 7th night a massive horde of zombies spawns, relentlessly focusing on the players. At first this usually plays out like the end of the grandfather of the entire zombie genre, Night of the Living Dead, wherein a ragtag group of survivors has to hole up in a loosely reinforced building and fend off a seemingly unending number of increasingly violent attacks with little to no resources, counting the minutes until the relative safety of sunrise. Later, you’ll have hopefully found (or built) a compound more capable of surviving such attacks, with multiple walls, trenches, tripwires and other traps, automatic turrets, sniper towers, and maybe even a safe room or emergency evacuation route if things totally go off the rails. In either case, thanks to the game dynamically adjusting the difficulty of these events as you progress, the stress of these chaotic nights is real, and the loop of preparing for, participating in, and recovering from them makes up for just about all of the game’s other shortcomings

The locals sometimes get a little feisty.
“The locals sometimes get a little feisty.”

At around the same time that we were playing 7 Days to Die the most, I’d also hopped into a Valheim server some of my coworkers setup after the release of the Mistlands patch. While I had briefly checked out Valheim solo a few months prior, for all intents and purposes, this was my first time playing the game. It was fun to play these two games so close together, since they’re quite similar, but diverge in some very interesting ways, with Valheim coming across as having much more carefully designed, less punitive systems, seemingly in response to earlier titles in the genre. Most notably, Valheim is less focused on “surviving” which means the fiddly bits (and therefore much of the hassle) of things like eating and drinking, repairing your gear, watering crops, feeding animals, upkeep on buildings, etc. are mostly eliminated. That’s not to say they’re not there at all; the comfort awarded by a good warm, dry structure and a full belly come in the form of increasingly large buffs, and these buffs are as essential as upgraded gear as you get further into the game.

As for gear, progression largely comes in the form of the typical material to tool to material loop, which is somewhat gated by individual biomes. That is, while you’re technically able to explore the entire map from the get go, and exploring is definitely compelling, each biome also has a “boss” which rewards you with items and abilities that will often be required for getting certain resources from the next biome. It’s a simple but clever progression mechanic. Likewise, enemies in each new biome serve as something of a soft gate as well. Heading into an area more than one above where you’ve progressed is likely a death sentence until you have better gear and better buffs. While it feels more natural than level-based “zones” of theme park style MMORPGs, it has a similar effect.

Finishing off The Elder, the Black Forest's boss.
“Finishing off The Elder, the Black Forest’s boss.”

Construction, along with the systems and physics around it, is quite nice too. Like 7 Days to Die, Valheim has a voxel-esque engine which allows for fairly robust terrain deformation and reasonably free-form building (like Minecraft, to use my usual reference) and while It does have less realistic, far simpler graphics, it makes up for that by the use of a combination of a nice art style and quite few effects, resulting in a unique, cool aesthetic. Your home base will grow, especially in multiplayer games, into full on compounds, and these will need some defenses due to the denizens of whatever biome you’re in, and more importantly, enemy raid events which tier up along with your biome progression. These tend to be more of a minor annoyance than the session defining white-knuckle Blood Moons of 7 Days to Die, but I appreciate that they at least give me another reason to build new things and improve old ones.

On the other hand, building and crafting is where the game can get a little grindy. The more ambitious you are, the more material you need. Upgrading our little town from mostly wood to mostly stone wasn’t so bad, but when we decided to add stone basements to all of our buildings and connect them with a tunnel system, and then later build a massive wall and moat around the entire thing, we were suddenly spending a lot of time mining and hauling stone. The move to higher tier metals and other materials was even worse, with hours on end spent mining ore and rows of smelters cranking out ingots like some kind of Victorian factory.

It’s around that time that I fell off of Valheim. We made it as far as the mountain biome, and while there was definitely more to see, by then I felt like I had gotten to know what to expect from the gameplay loop. There’s a lot more I could talk about, like sailing, the cool fire propagation system, portals, the boss battles themselves, and the mini dungeon crawls, but in summary, Valheim was absolutely excellent, and I’d guess I’ll return to it as more content continues to be released for it.

Meet Bruce. You'll probably spend more time with him than your co-op partners...
“Meet Bruce. You’ll probably spend more time with him than your co-op partners…”

While playing 7 Days to Die, I wanted to start a game with my partner that we could play on our own time, separate from organizational constraints of playing with a larger group. I also wanted to play something a little more “chill” than 7 Days. We ended up settling on 2022’s Raft.

Raft is, well, it’s kind of all in the title. The basic premise is that you start on a tiny raft floating in a more or less endless ocean. You need to gather material from debris floating around you, on islands you’ll randomly encounter, and in the reefs around them, to expand and improve your raft, take care of your hunger and thirst, and of course, improve your gear. I almost immediately found the simplicity of most of the mechanics around gathering and crafting, as well as the amount of interesting tools and purely cosmetic items (furniture, etc.) to be quite fun, giving the game a really solid foundation that thankfully lasted throughout our entire playtime. Additionally, Raft has some great aesthetics. Likely thanks in large part to now classics like World of Warcraft and Team Fortress 2, it seems like slightly cartoony, minimalist art styles are quite prevalent with sub AAA games these days, and ever since falling in love with Firewatch, I’ve been a big fan of this kind of look when it’s done competently.

Home sweet home, near endgame.
“Home sweet home, near endgame.”

That all said, this game definitely isn’t quite as chill as I’d originally expected. From the get-go, you’re nearly constantly harassed by a huge great white shark who seems to have a personal vendetta against you. While you’ll need to stop it from taking chunks out of your raft fairly regularly, it’s at its most annoying when you’re diving for resources. There are also other aggressive animals, such as bears, on some of the islands, and both they and the shark seem to have fairly aggressive respawn timers to boot. Combat is really simple, and while it won’t blow anyone away, I didn’t find that it detracted much from the game either. Survival has even less chill, as with little in the way of tutorialization to go on, we found ourselves having to restart our first several games due to running out of food, losing our raft entirely, and one time being stranded in an area with next to no wind to sail by and broken oars – we’d run out of material to build new ones, and there wasn’t any floating debris in sight. Even once we had a pretty good grasp on what we were doing, it took us forever to discover the blueprints for the receiver and antenna, upon which your progress for the rest of the game depends. That was probably just a bit of bad luck with “RNJesus”, though.

One thing that had initially really intrigued me about Raft was that, unlike the almost completely absent stories of 7 Days to Die and Valheim, it supposedly had an actual narrative. Unfortunately, I found that aspect of the game a little disappointing. There are “story islands” that you progress through linearly which are special handcrafted locations featuring puzzles, backstory in the form of audio and text logs, and sometimes special items and even boss fights. There is also a way to guide yourself from story island to story island (the aforementioned receiver and antennas) which hopefully means you’ll never get too far off the beaten path. While there’s definitely a bit of mystery there, like why the planet flooded or, hell, why our characters are floating around on a tiny raft with no supplies at the start of the game, I don’t feel like Raft capitalizes on it anywhere close to well enough. The whole thing, particularly the end, felt a little rushed. Was I the only one who found the repeated references to “Forward Scouts” on the last story island when I think that term had only been used once or twice prior in the entire rest of the game to be a bit jarring? Besides, how am I a “scout” when I don’t seem to have relayed any of the information I’ve gathered back to anyone, and who am I scouting for, exactly? It’s not distracting while playing, but upon further reflection, it just all feels just a little half-baked.

That all said, we did eventually beat Raft, and I think in the end, we both really enjoyed the experience.

Stand aside insects, we have a huge quest list to complete.
“Stand aside insects, we have a huge quest list to complete.”

Once our 7 Days to Die crew reluctantly decided to move on, I urged them to check out Grounded. Grounded follows a lot of the same open world sandbox survival tropes as the other games in this list, but two things immediately made it stand out to me.

First, the theme. Grounded is essentially Honey, I Shrunk the Kids. Set in the early 90s, you play as one of 4 teens shrunken down to the size of a bug, lost in a backyard. It’s a pretty damn cool concept for a game, especially to an old man like me who played countless “giant” deathmatch maps in Unreal Tournament. I’m sure it won’t appeal to everyone, but hopping across clover leaves, sawing down blades of grass like they’re towering trees, and battling huge stink bugs, it’s quite compelling to me, and it’s executed extremely well to boot. Unlike large parts of all three of the above games, the world in Grounded is completely handcrafted rather than procedurally generated, which means, while maybe it is a little less replayable, it’s full of interesting touches.

That’s actually the second thing. Grounded is developed by a studio that a lot of people reading this will be very familiar with, Obsidian Entertainment. I don’t mean to be disrespectful in any way to the developers of these other games, but Obsidian is in a different league, and thanks to their acquisition by Microsoft, one with a bigger budget too. Obviously this isn’t an automatic selling point for everyone, as Obsidian is mostly known for their CRPGs. That, and for putting out… ummm, quite often less than finished games. That said, while I’ve not played many of their more recent titles, Grounded is by far the most polished Obsidian game I’ve ever played. It looks fantastic, sporting a minimalist art style not unlike the sort I mentioned admiring in Raft. It also sounds great, the UI feels well designed, and the whole thing is responsive and smooth. Thanks to its Microsoft association, it’s also on Gamepass and supports crossplay with consoles to boot!

Cornered by two massive, deadly spiders. Ugh!
“Cornered by two massive, deadly spiders. Ugh!”

Like Raft, it also has a narrative. Thankfully, I think it succeeds a lot better than Raft on that front, taking an approach similar to many single player open world games, with cutscenes, info dumps, and new missions punctuating the completion of old ones. It has the obligatory text and audio logs too. Of course, like a lot of other open world games, you can tackle many missions in whatever order you want, but my crew quickly discovered that, as an example, you should maybe clear each of the science labs in order rather than attempting to clear out the last one first just because you happen to be near it. Speaking of having less than expected levels of chill (another trait it shares with Raft) I suspect the difficulty of Grounded is one of the main reasons the game isn’t more popular. Despite its cartoony graphics and kid-focused plot, this game is brutal as fuck! It wasn’t uncommon for some of us to get two-shotted by hostile insects early on in the game, and I had a particularly harrowing round of cascading drowning deaths as each subsequent attempt to recover my backpack from a long, dark, underwater tunnel failed spectacularly. Oh, and absolutely turn on that “arachnophobia safe mode” if you’re not down with spiders because, frankly, fuck those things! We narrowly avoided some rage quits and eventually learned a few tricks that really helped us out, and after that, quickly made progress.

Beyond the typical open world survival game gathering and crafting loop, there’s something of a currency called “raw science”. RS is awarded for completing missions, discovering and analyzing new materials, killing certain larger enemies, and can even just found placed throughout the yard. RS can then be used to purchase sets of new crafting plans, recipes, and even mutations. Mutations are a form of character customization perk mostly found when completing certain milestones in the world, which you can then apply a couple of to grant your character special abilities and buffs. There’s also “milk molars” – big teeth you can find in the world and harvest, rewarding you with points you can use to upgrade your stats, including the ability to raise your active mutation count as high as 5. After we hit that aforementioned rough spot when trying to clear the labs, we spent a whole multi hour session farming molars in the world to give ourselves a bit of an edge.

Surveying our WIP preparation for the final battle.
“Surveying our WIP preparation for the final battle.”

As we progressed, the missions eventually focused into a more linear path, culminating in a huge final battle which was sort of a more hardcore version of the much smaller MIX.R wave defense side challenges scattered around the map. I suppose we never took those MIX.R challenges all too seriously, and we failed the final battle in an utterly humiliating fashion the first time around, despite thinking we had a winning strategy. This caused us to over prepare for the next attempt, spending quite a while grinding out more advanced (and stronger) material so that we could build multiple layers of fortifications, ultimately leading to a glorious victory the second time around. It was actually quite fun, looking back, though we were surprised to find the end cutscene representing something of a “bad” ending. It turns out, the bad ending is the normal one, and the better ending is only available to players who defeat some not-at-all signposted side objectives before the final fight. A slightly disappointing end to an otherwise excellent game.

That’s it for now. Next on the list: Enshrouded!

Bastioneer

I’ve had a few of the more well-known survival games in my backlog for a while now. No Man’s Sky has had my eye since it was first released, well before it was patched into a reportedly vastly improved experience, I’ve heard nothing but amazing things about Subnautica, and can’t wait to dig into that one, but it was Astroneer I decided to go with this time. Between the three, Astroneer looked like a much more casual experience, and I didn’t want to dedicate myself to some massive galaxy spanning adventure or spending several tense hours cowering from giant alien shark-beasts in some underwater cave. Not yet, at least.

Caverns of fun!
“Caverns of fun!”

As luck would have it, it turns out that Astroneer actually scratches an itch that I don’t believe either of those games would have. That would be the same very basic mining and caving gameplay loop that Minecraft’s survival mode employs. While plenty of other games have implemented much deeper and/or more interesting survival modes since Minecraft first blew up, that particular aspect of it has always been left by the wayside. Whenever I’ve gone back to Minecraft, that always seems to be the most compelling component for me. Playing cooperatively with my girlfriend, she’d often be the one crafting and building, while I’d spend almost all of my time digging out elaborate mines and exploring the game’s massive, randomly generated cave systems when I’d encounter them. When it comes to those aspects, Astroneer absolutely delivers.

The basic premise of the game is that you’re some sort of an astronaut dropped onto a planet and, well, it’s not readily apparent what the fictional reason for your mission actually is, something vaguely related to gathering research, I guess? From a gameplay perspective you’re immediately thrown into a classic loop of gathering material to build upgrades, to gather better materials, to build better upgrades, and so on that just about every survival game incorporates to some degree. The difference is that Astroneer focuses entirely on that loop – there’s no additional survival elements related to eating food or water, staying warm, etc. nor are there enemies or many other direct threats to your character. Your only survival concerns are oxygen and the occasional dangerous variety of plantlife, which are usually easy to avoid once you’re aware of them.

I spent countless hours trekking around the surface too.
“I spent countless hours trekking around the surface too.”

So, that pretty much leaves you with mining, exploring and scavenging, and upgrading your base and equipment. Eventually this has you even leaving your starting planet to head to another one of the other 6 planets and moons in the solar system for a change of scenery and access to some new resources to mine or otherwise gather. It’s a relatively simple and fairly open-ended game, with little in the way over any sort of overarching goals that you don’t set yourself, which, when combined with the game’s beautifully clean, stylized visuals and excellent, minimalist soundtrack, make for an extremely relaxing experience, whether played alone or cooperatively. I spent way too many nights unaware of how much time had been flying by while I was deep into a grinding session.

Sure, there can be some stress, like when you accidentally fall into a cavern, breaking your connection to your oxygen tether network, or end up getting lost for hours while exploring (damn you, shitty beacon system!) but overall Astroneer really nails owning this particular corner of the survival genre like nothing else I’ve played. I do have some other complaints, like the lack of split screen coop on the console version, and some fairly serious performance issues that seem to relate to the number of objects in the world (and likely those two things are directly related) but nothing close to a deal breaker.

...and when you get bored of that stuff, you can GTFO!
“…and when you get bored of that stuff, you can GTFO!”

That said, I’ve had my fill for now. While I wouldn’t say I “completed” the game, I accomplished enough to feel like I had more or less mastered most of the systems before it all started feeling too repetitive. I got most of my tech to tier 2 (of 3) and beyond, visited every planet, unlocked some cores, and just basically got a healthy taste of almost everything on offer. The biggest compliment I can give the game is that I absolutely think I’ll be back to Astroneer instead of Minecraft the next time I’m feeling a strange, primal urge to go delving into deep in pursuit of rare materials.

For a bit of a palate cleanser, I followed that up with a quick dip into Supergiant’s now something of a classic action RPG, Bastion.

In a stroke of innovation, NPCs with quests have exclamation marks over their heads!
“In a stroke of innovation, NPCs with quests have exclamation marks over their heads!”

Bastion was one of the darlings of the wave of new, sexy indie games hitting Xbox Live Arcade back in the Xbox 360’s heyday, and it seemed like everyone was playing it for a time, the ever-present and extremely divisive narrator being a hot topic on every podcast I listened to. Having always enjoyed narration and frankly surprised it hasn’t been done in more modern games (cue flashbacks to Dungeons and Dragons Online) I was quite looking forward to it myself. A huge Diablo fan, I was far more skeptical about playing a colorful, consolefied take on the ARPG genre, which was honestly probably the main reason I hadn’t got around to playing it until now.

Immediately upon jumping in you’re treated to the game’s sublime visuals. A painted, colorful floating world filled with squat, cartoony characters that evoke isometric Japanese tactical RPGs from the 90s more than Diablo and its ilk is assembled around as you walk through it to cool effect. Then the narrator comes in and… well, that wasn’t what I was expecting at all! Instead of a narrator chiming in here and there, and feeling fairly removed from the game world like an overwatching dungeon master or the hilarious narrator from a Sierra adventure game, the narrator in Bastion is actually another character in the world with his own personality, and he really is ever-present, chiming in about every other little thing your character does. It’s not that it wasn’t cool, it just wasn’t what I had in my head for all these years.

Even Bastion's junk yards are beautiful.
“Even Bastion’s junk yards are beautiful.”

Then I got into the action and, eh… it was fine. Nothing too particular to complain about, but something about it just didn’t click with me. I knew it was a short game, so I figured I’d keep playing it and at worst, have to write a fairly negative review. Then, maybe my third session in with the game, out of nowhere I found myself having a ton of fun. I think a big part of my enjoyment came from the extremely smooth pacing. Having such bite-sized levels was genius, making it feel effortless to dive in and out, which ends up being vitally important as you start unlocking new weapons, weapon upgrades, spirits, and secret skills to play with.

I’m the type of person who typically settles on one good loadout in a game like this and won’t deviate from it all too often outside of a cursory test of any new items and abilities I pick up, but Bastion absolutely nails its upgrade and loadout systems. Soon I found myself experimenting wildly to find the best ways to best each of the weapon challenge areas and the “Who Knows Where” wave attack arenas. I was actually having some of the most fun I’d had with a game like this in recent memory.

When in doubt, use a shotgun.
“When in doubt, use a shotgun.”

Once I was hooked on the combat and the progression, the intrigue of the story, the aforementioned beautiful art style, the amazing soundtrack, and really, just an overall highly tuned experience from front to back, brought me the rest of the way to the end of the game. I ended up enjoying it so much that I went from barely interested to now committed to trying some of Supergiant’s other games, like their 2014 follow-up, Transistor. Hell, I even briefly considered giving the new game+ a go, something I almost never do. In the end I settled on being happy with as close to 100 percenting the game as you can get in a single playthrough, and calling it a day. Still, that was a pleasant surprise!

Screenshots are from the PC versions of these games, stolen from random users on the Steam Community pages for these games.

Buried in Sand, Hand in Hand

Another long overdue update!

Having burnt myself out on PlayerUnknown’s Battlegrounds and still yearning for a relatively tactical FPS on PC that I might be able to recruit some of my friends into playing, I had caught wind of Insurgency: Sandstorm. I played the original version of Insurgency a fair bit when it was still a Source mod and really enjoyed the combination of tactical squad combat and its brutally (if not totally unrealistic) pin-point accurate ballistics model. Insurgency turned into a standalone retail product at some point but I never got around to trying that version, though it was fairly well received. Insurgency: Sandstorm is its long awaited sequel. Watching a trailer and some preview coverage on YouTube it really looked like it was shaping up to be something amazing; the type of shooter that the grognards who still cherish a return to the days of the original Ghost Recon might go all in on, and as such it’s been on my watch list for quite a while now.

Sloppily bounding towards our objective.
“Sloppily bounding towards our objective.”

This, unfortunately, might be one of those cases of something looking notably better when viewed from afar. Entering its final early access beta, I eagerly bought Sandstorm and jumped in to play some bot matches and was immediately shocked by how janky it’s previously slick looking gameplay actually felt and, if I’m totally honest, how ugly it looked in action (mostly the character models and animations) relative to the beautiful preview footage I had seen. After playing a few matches I started to enjoy the weighty feeling movement and the deadliness of the combat, being quite a departure from any of the other FPSes I’d been playing recently and something I’d dearly missed since the good old days of America’s Army 3. Still, knowing that there was no damn way I could successfully convince any of my friends that this didn’t, in fact, totally suck, I ended up quickly uninstalling the game and considering pursuing a refund.

This was just before launch, back in December, so to give it a fairer shake (to ease my regret for not getting that refund if nothing else) I’ll probably check it out in the future after its had a little bit longer to mature. In fact, installing it to grab a few screenshots has already left me with a better impression than I had last time around, and viewing update notes leaves me believing that it’s still being improved and supported quite well. For now though, the game mostly serves to remind me that I’m still quite capable for falling victim to my own hype. I should really know better by now.

Sandstorm's damage model is quite brutal - a single direct hit pretty much takes care of things.
“Sandstorm’s damage model is quite brutal – a single direct hit pretty much takes care of things.”

Speaking of which, at around the same time I was randomly drawn to Conan Exiles. I honestly can’t tell you what it was that suddenly caused my interest to perk up, but I’ve always been a fan of Conan and I really liked the art style and overall conceit of the game. Seeing no real interest in playing this sort of game from any of my online crew, I generated a single player world and hopped in solo. For several intense days, including a couple of days during which I was stuck at home miserably sick, I was completely enthralled (*rim shot!*) but once I got the basic gameplay loop worked out, with a small but stable base of operations, and had seen a little bit of the world and what the game generally had to offer, I’d pretty much had my fill of what was increasingly becoming overly repetitive.

Despite abandoning the game pretty quickly, I actually really liked what I played. The graphics and overall design of the world were awesome, and the construction and tech trees were really cool. I admit, the world felt a little lonely when playing solo, but that’s on me more than the developers since it’s clearly designed to be played online. Honestly, I can easily imagine this being a game I’d have totally fallen in love with if I had played it online with a group of friends on an active, highly competitive server, not unlike the experiences I’d described in the past about my brief but memorable time with Rust (though with perhaps even more nudity!) Really, in so many ways, Conan Exiles is basically just a version of Rust with more polish and a setting that caters to my personal tastes a bit more, which is much more of a compliment than it probably sounds like it is.

Religion and slaves, check. Game over?
“Religion and slaves, check. Game over?”

Likely, I’ll install Conan Exiles again at some point, though probably with some mods installed to make the grind of playing solo a little more tolerable, and if any of my friends ever show any interest in playing I’d jump at the opportunity to hop back in and reinstall it in a heartbeat.

Shifting over to console, I’d been tempted to look at Xbox Game Pass since I first heard about it. The original allure was unlimited access to all of Microsoft’s first party Xbox One titles, which is fairly compelling in and of itself, but they’ve continued to add more and more great content to the subscription. Of course, they cycle it in AND back out from time to time, and they don’t really announce how often things get removed, so it’s a little hard to judge exactly what else you’re getting access to at any point in the future. Even still, as long as there’s at least a couple of games you intend on playing in the future, it feels like a no-brainer. I finally signed up and jumped into my first game not too long after, though I’m still working on that one so I’ll wait to talk more about it in my next one of these updates.

There are plenty of first party games I’m excited to play though: I want to get caught up on the Gears of War games, having enjoyed the first couple. I need to play Halo 5 finally, and also at least the first Halo Wars. State of Decay 2 is still looming large in my backlog too, and I’m sure there are many more. Being more than a little bit of a “patient gamer” I do find it disappointing to see some of the 3rd party games that originally convinced me to subscribe to Game Pass already leaving before I’d had a chance to play them, but I guess that’s just a part of the package.

Insert corporate tagline here!
“Insert corporate tagline here!”

Oh, and shortly after signing up Microsoft announced Xbox Game Pass Ultimate which is more or less just a combination of Xbox Live Gold and Xbox Game Pass. Even more of a no-brainer! Plus they’ve cleverly tried to tempt us to switch our accounts over by combining remaining Xbox Gold and Xbox Game Pass time for Ultimate credit. This lead to a lot of people scheming to buy up as much Xbox Gold and Xbox Game Pass time as they could before switching over to take full advantage of the generous conversion policy. A huge win for Microsoft, as they’re surely looking to lock more people into their ecosystem in advance of the release of the next Xbox console (currently dubbed Project Scarlett) in 2020.

Traversing the ruins of our childhoods...
“Traversing the ruins of our childhoods…”

One game I did complete thanks to Game Pass is The Gardens Between. I hadn’t heard of this little indie gem at all until it appeared on The Computer Game Show podcast, where it unexpectedly ended up stealing their 2018 game of the year spot. I was already intrigued by the discussion and the fact that it was supposedly a relatively quick play, but then to find out I already had it on Game Pass? Sold!

The game’s first impression, with its vibrant, whimsical, and slightly cartoony art style, is definitely very positive, but indie games with brilliant graphics are (awesomely) becoming less and less of a standout quality these days. More unique, The Gardens Between’s gameplay is something else entirely. First, despite how it might appear from screenshots and videos, this game is a puzzle game first and foremost. Your two characters automatically traverse a series of small, surrealistic stages somewhat akin to an “auto-runner”. They’ll run into obstacles of various types while trying to reach the end of the stage and your role is to try to figure out how to get them around those obstacles – to solve the puzzle, in other words.

Trickier than it looks, I promise!
“Trickier than it looks, I promise!”

You don’t control your characters’ movements directly, rather your control comes from forwarding and rewinding time. I once heard someone describe this as being something like Braid minus the platforming which feels pretty apt. Even though your characters will follow the same path forward as long as possible, the obstacles in the world survive your time related antics which allows you to manipulate the environment around them. For example, one of your characters runs into a raised drawbridge where they get stuck but your other character ends up near a lever that lowers the bridge a little later. You then rewind time so that the first character can then cross the now lowered bridge. As you might imagine, these scenarios can get much, much more complicated, with you needing to carefully line up objects and movements typically quite a few times per stage, often taking some real lateral thinking. It can be a bit trial and error oriented too but given the ability to rewind time those “errors” are never really all that punitive.

There is also a narrative here. Involving childhood friendship, it clearly attempts to play on some fairly universal emotions. From some reviews and impressions I’ve heard from other people the game is plenty capable of really affecting you though beyond being overall fairly charming it didn’t quite pull my heartstrings in any major way. It did leave me wondering where it was going the entire time though which was interesting in a different way though. Still, all said and done, it was a great little game that I’d recommend if you need a palate cleanser between longer games or if you just love these sorts of odd puzzle games.

More soon!

The Gardens Between shots were stolen from Google Images.